mkxp/shader/hue.frag

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uniform sampler2D inputTexture;
uniform float hueAdjust;
varying vec2 v_texCoord;
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void main ()
{
const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);
const vec4 kRGBToI = vec4 (0.596, -0.275, -0.321, 0.0);
const vec4 kRGBToQ = vec4 (0.212, -0.523, 0.311, 0.0);
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const vec4 kYIQToR = vec4 (1.0, 0.956, 0.621, 0.0);
const vec4 kYIQToG = vec4 (1.0, -0.272, -0.647, 0.0);
const vec4 kYIQToB = vec4 (1.0, -1.107, 1.704, 0.0);
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/* Sample the input pixel */
vec4 color = texture2D (inputTexture, v_texCoord.xy);
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/* Convert to YIQ */
float YPrime = dot (color, kRGBToYPrime);
float I = dot (color, kRGBToI);
float Q = dot (color, kRGBToQ);
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/* Calculate the hue and chroma */
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float hue = atan (Q, I);
float chroma = sqrt (I * I + Q * Q);
/* Make the user's adjustments */
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hue += hueAdjust;
// Convert back to YIQ
Q = chroma * sin (hue);
I = chroma * cos (hue);
/* Convert back to RGB */
vec4 yIQ = vec4 (YPrime, I, Q, 0.0);
color.r = dot (yIQ, kYIQToR);
color.g = dot (yIQ, kYIQToG);
color.b = dot (yIQ, kYIQToB);
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/* Save the result */
gl_FragColor = color;
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}