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# mairod/Webgl shader Hue Shift function

Created Mar 10, 2018
Optimised Hue shift function in GLSL
 vec3 hueShift( vec3 color, float hueAdjust ){ const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114); const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321); const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311); const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621); const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647); const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704); float YPrime = dot (color, kRGBToYPrime); float I = dot (color, kRGBToI); float Q = dot (color, kRGBToQ); float hue = atan (Q, I); float chroma = sqrt (I * I + Q * Q); hue += hueAdjust; Q = chroma * sin (hue); I = chroma * cos (hue); vec3 yIQ = vec3 (YPrime, I, Q); return vec3( dot (yIQ, kYIQToR), dot (yIQ, kYIQToG), dot (yIQ, kYIQToB) ); }

### Gertkeno commented Aug 24, 2018

 Do you have any recommended reading to explain this? I don't understand how any of it works, especially the constants. It works perfectly though.

### ForeverZer0 commented Aug 2, 2019

 For future visitors, the hue value should be in radians, not in degrees (0.0 to 360.0), so if your hue value is in degrees, you will need to convert before passing to the shader add it the shader code.

### powertomato commented Sep 3, 2019

 Do you have any recommended reading to explain this? I don't understand how any of it works, especially the constants. It works perfectly though. I know this is an old comment, but someone might still find it useful. Basically the shader uses the YIQ color mode. The constants are conversion matrices between RGB and YIQ, but wikipedia can explain that better than I do: https://en.wikipedia.org/wiki/YIQ Hue is the angle on the IQ-plane. In other words you fix the Y value, and get a two dimensional IQ-plane, then calculate the angle between those two values. The shift is simply performed by adding the shift value to this angle. Once this is done you then simply need to convert it back to RGB, for that you need the new I and Q values. You can split the hue by using sin and cos, you just need to scale them to match the previous length on the IQ plane. That "length" is called "chroma" in the shader and is better known as "saturation". You obtain it by using the pythagorean theorem.

### viruseg commented Feb 17, 2020 • edited

 This is an incredibly slow implementation. Here is the same thing, but it works several times faster. Written on HLSL. Porting to GLSL is easy. ``````float3 ApplyHue(float3 col, float hueAdjust) { const float3 k = float3(0.57735, 0.57735, 0.57735); half cosAngle = cos(hueAdjust); return col * cosAngle + cross(k, col) * sin(hueAdjust) + k * dot(k, col) * (1.0 - cosAngle); } ``````

### ForeverZer0 commented Mar 1, 2020 • edited

 @viruseg Indeed, it is a more elegant solution, and simple to convert to GLSL, thanks. ```vec3 hueShift(vec3 color, float hue) { const vec3 k = vec3(0.57735, 0.57735, 0.57735); float cosAngle = cos(hue); return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle)); }```

### Fra-Ktus commented Mar 26, 2020

 There was a typo, this one works for me: vec3 hueShift(vec3 color, float hue) { const vec3 k = vec3(0.57735, 0.57735, 0.57735); float cosAngle = cos(hue); return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle)); }