RGB rotation
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					 5 changed files with 31 additions and 55 deletions
				
			
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			@ -1,48 +1,12 @@
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uniform sampler2D inputTexture;
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uniform float hueAdjust;
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uniform sampler2D texture;
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uniform lowp mat3 rotationMat;
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varying vec2 v_texCoord;
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void main ()
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{
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	const vec4  kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);
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	const vec4  kRGBToI      = vec4 (0.596, -0.275, -0.321, 0.0);
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	const vec4  kRGBToQ      = vec4 (0.212, -0.523, 0.311, 0.0);
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	vec4 color = texture2D (texture, v_texCoord.xy);
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	const vec4  kYIQToR      = vec4 (1.0, 0.956, 0.621, 0.0);
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	const vec4  kYIQToG      = vec4 (1.0, -0.272, -0.647, 0.0);
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	const vec4  kYIQToB      = vec4 (1.0, -1.107, 1.704, 0.0);
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	/* Sample the input pixel */
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	vec4    color   = texture2D (inputTexture, v_texCoord.xy);
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	/* Convert to YIQ */
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	float   YPrime  = dot (color, kRGBToYPrime);
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	float   I       = dot (color, kRGBToI);
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	float   Q       = dot (color, kRGBToQ);
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	/* Calculate the hue and chroma */
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	float   hue     = atan (Q, I);
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	float   chroma  = sqrt (I * I + Q * Q);
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	/* Make the user's adjustments */
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	hue += hueAdjust;
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	/* Remember old I and color */
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	float IOriginal = I;
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	vec4 coOriginal = color;
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	/* Convert back to YIQ */
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	Q = chroma * sin (hue);
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	I = chroma * cos (hue);
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	/* Convert back to RGB */
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	vec4 yIQ = vec4 (YPrime, I, Q, 0.0);
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	color.r  = dot  (yIQ, kYIQToR);
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	color.g  = dot  (yIQ, kYIQToG);
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	color.b  = dot  (yIQ, kYIQToB);
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	/* Save the result */
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	gl_FragColor = (IOriginal == 0.0) ? coOriginal : color;
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	gl_FragColor = vec4(rotationMat * color.rgb, color.a);
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}
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