Created
January 3, 2020 20:52
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shader_type canvas_item; | |
uniform float precision; | |
uniform float hue; | |
const mat3 rgb2yiq = mat3(vec3(0.299, 0.587, 0.114), vec3(0.595716, -0.274453, -0.321263), vec3(0.211456, -0.522591, 0.311135)); | |
const mat3 yiq2rgb = mat3(vec3(1.0, 0.9563, 0.6210), vec3(1.0, -0.2721, -0.6474), vec3(1.0, -1.1070, 1.7046)); | |
void fragment() { | |
vec3 yColor = rgb2yiq * texture(SCREEN_TEXTURE, SCREEN_UV).rgb; | |
float originalHue = atan(yColor.b, yColor.g); | |
float finalHue = originalHue + hue; | |
float chroma = sqrt(yColor.b * yColor.b+yColor.g * yColor.g); | |
vec3 yFinalColor = vec3(yColor.r, chroma * cos(finalHue), chroma * sin(finalHue)); | |
COLOR = vec4(yiq2rgb * yFinalColor, 1.0); | |
} |
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