/* * Copyright (C) 2012 CyberAgent * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package jp.co.cyberagent.android.gpuimage; import android.opengl.GLES20; public class GPUImageHueFilter extends GPUImageFilter { public static final String HUE_FRAGMENT_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"; private float mHue; private int mHueLocation; public GPUImageHueFilter() { this(90.0f); } public GPUImageHueFilter(final float hue) { super(NO_FILTER_VERTEX_SHADER, HUE_FRAGMENT_SHADER); mHue = hue; } @Override public void onInit() { super.onInit(); mHueLocation = GLES20.glGetUniformLocation(getProgram(), "hueAdjust"); } @Override public void onInitialized() { super.onInitialized(); setHue(mHue); } public void setHue(final float hue) { mHue = hue; float hueAdjust = (mHue % 360.0f) * (float) Math.PI / 180.0f; setFloat(mHueLocation, hueAdjust); } }