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Add a YIQ Hue adjustment shader
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misc/yiq-hue-adjustment.slang
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53
misc/yiq-hue-adjustment.slang
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#version 450
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/*
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YIQ Hue Adjustment Shader
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Ported from https://github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/Shaders/Builtin/Functions/hue.glsl
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float hue_degrees;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma parameter hue_degrees "Hue" 0.0 -360.0 360.0 1.0
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#define M_PI 3.1415926535897932384626433832795
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#include "colorspace-tools.h"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 rgb = texture(Source, vTexCoord).rgb;
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vec3 yiq = RGBtoYIQ(rgb);
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float hue_radians = params.hue_degrees * (M_PI / 180.0);
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float hue = atan(yiq.z, yiq.y) + hue_radians;
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float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y);
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vec3 color = vec3(yiq.x, chroma * cos(hue), chroma * sin(hue));
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FragColor = vec4(YIQtoRGB(color).rgb, 1.0);
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}
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