YIQ Color Filter

Very simple shader that changes hue, saturation and brightness (value) by using YIQ color space. Shader implementation based on this article

Demo image borrowed from GrafxKid

Shader code
shader_type canvas_item;

uniform float hue: hint_range(0.0, 360.0, 1.0) = 0.0;
uniform float saturation: hint_range(0.0, 10.0, 0.1) = 1.0;
uniform float value: hint_range(0.0, 10.0, 0.1) = 1.0;

void fragment() {
	vec4 color = texture(TEXTURE, UV);
	float vsu = value * saturation * cos(hue * PI / 180.0);
	float vsw = value * saturation * sin(hue * PI / 180.0);
	vec3 ret;
    ret.r = (.299 * value + .701 * vsu + .168 * vsw) * color.r
        +   (.587 * value - .587 * vsu + .330 * vsw) * color.g
        +   (.114 * value - .114 * vsu - .497 * vsw) * color.b;
    ret.g = (.299 * value - .299 * vsu - .328 * vsw) * color.r
        +   (.587 * value + .413 * vsu + .035 * vsw) * color.g
        +   (.114 * value - .114 * vsu + .292 * vsw) * color.b;
    ret.b = (.299 * value - .300 * vsu + 1.25 * vsw) * color.r
        +   (.587 * value - .588 * vsu - 1.05 * vsw) * color.g
        +   (.114 * value + .886 * vsu - .203 * vsw) * color.b;
	COLOR = vec4(ret, color.a);
}
Tags
Color, hue, matrix
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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