uniform sampler2D inputTexture;
uniform float hueAdjust;

varying vec2 v_texCoord;

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);

	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);

	/* Sample the input pixel */
	vec4    color   = texture2D (inputTexture, v_texCoord.xy);

	/* Convert to YIQ */
	float   YPrime  = dot (color, kRGBToYPrime);
	float   I       = dot (color, kRGBToI);
	float   Q       = dot (color, kRGBToQ);

	/* Calculate the hue and chroma */
	float   hue     = atan (Q, I);
	float   chroma  = sqrt (I * I + Q * Q);

	/* Make the user's adjustments */
	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);

	/* Save the result */
	gl_FragColor = color;
}