#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); }