diff --git a/misc/yiq-hue-adjustment.slang b/misc/yiq-hue-adjustment.slang new file mode 100644 index 0000000..4ebc90a --- /dev/null +++ b/misc/yiq-hue-adjustment.slang @@ -0,0 +1,53 @@ +#version 450 + +/* + YIQ Hue Adjustment Shader + Ported from https://github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/Shaders/Builtin/Functions/hue.glsl +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float hue_degrees; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter hue_degrees "Hue" 0.0 -360.0 360.0 1.0 +#define M_PI 3.1415926535897932384626433832795 + +#include "colorspace-tools.h" + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec3 rgb = texture(Source, vTexCoord).rgb; + vec3 yiq = RGBtoYIQ(rgb); + float hue_radians = params.hue_degrees * (M_PI / 180.0); + float hue = atan(yiq.z, yiq.y) + hue_radians; + float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y); + + vec3 color = vec3(yiq.x, chroma * cos(hue), chroma * sin(hue)); + FragColor = vec4(YIQtoRGB(color).rgb, 1.0); +} \ No newline at end of file