1.效果图
2.shader
"precision highp float;\n" +
"varying highp vec2 textureCoordinate;\n" +
"\n" +
"uniform sampler2D inputImageTexture;\n" +
"uniform mediump float hueAdjust;\n" +
"const highp vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);\n" +
"const highp vec4 kRGBToI = vec4 (0.595716, -0.274453, -0.321263, 0.0);\n" +
"const highp vec4 kRGBToQ = vec4 (0.211456, -0.522591, 0.31135, 0.0);\n" +
"\n" +
"const highp vec4 kYIQToR = vec4 (1.0, 0.9563, 0.6210, 0.0);\n" +
"const highp vec4 kYIQToG = vec4 (1.0, -0.2721, -0.6474, 0.0);\n" +
"const highp vec4 kYIQToB = vec4 (1.0, -1.1070, 1.7046, 0.0);\n" +
"\n" +
"void main ()\n" +
"{\n" +
" // Sample the input pixel\n" +
" highp vec4 color = texture2D(inputImageTexture, textureCoordinate);\n" +
"\n" +
" // Convert to YIQ\n" +
" highp float YPrime = dot (color, kRGBToYPrime);\n" +
" highp float I = dot (color, kRGBToI);\n" +
" highp float Q = dot (color, kRGBToQ);\n" +
"\n" +
" // Calculate the hue and chroma\n" +
" highp float hue = atan (Q, I);\n" +
" highp float chroma = sqrt (I * I + Q * Q);\n" +
"\n" +
" // Make the user's adjustments\n" +
" hue += (-hueAdjust); //why negative rotation?\n" +
"\n" +
" // Convert back to YIQ\n" +
" Q = chroma * sin (hue);\n" +
" I = chroma * cos (hue);\n" +
"\n" +
" // Convert back to RGB\n" +
" highp vec4 yIQ = vec4 (YPrime, I, Q, 0.0);\n" +
" color.r = dot (yIQ, kYIQToR);\n" +
" color.g = dot (yIQ, kYIQToG);\n" +
" color.b = dot (yIQ, kYIQToB);\n" +
"\n" +
" // Save the result\n" +
" gl_FragColor = color;\n" +
"}\n";
3.原理
- 首先转化为YIQ
- 然后计算hue和chroma, atan计算角度
- 转换会RGB