/* * 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; /** * Adjusts the shadows and highlights of an image * shadows: Increase to lighten shadows, from 0.0 to 1.0, with 0.0 as the default. * highlights: Decrease to darken highlights, from 0.0 to 1.0, with 1.0 as the default. */ public class GPUImageHighlightShadowFilter extends GPUImageFilter { public static final String HIGHLIGHT_SHADOW_FRAGMENT_SHADER = "" + " uniform sampler2D inputImageTexture;\n" + " varying highp vec2 textureCoordinate;\n" + " \n" + " uniform lowp float shadows;\n" + " uniform lowp float highlights;\n" + " \n" + " const mediump vec3 luminanceWeighting = vec3(0.3, 0.3, 0.3);\n" + " \n" + " void main()\n" + " {\n" + " lowp vec4 source = texture2D(inputImageTexture, textureCoordinate);\n" + " mediump float luminance = dot(source.rgb, luminanceWeighting);\n" + " \n" + " mediump float shadow = clamp((pow(luminance, 1.0/(shadows+1.0)) + (-0.76)*pow(luminance, 2.0/(shadows+1.0))) - luminance, 0.0, 1.0);\n" + " mediump float highlight = clamp((1.0 - (pow(1.0-luminance, 1.0/(2.0-highlights)) + (-0.8)*pow(1.0-luminance, 2.0/(2.0-highlights)))) - luminance, -1.0, 0.0);\n" + " lowp vec3 result = vec3(0.0, 0.0, 0.0) + ((luminance + shadow + highlight) - 0.0) * ((source.rgb - vec3(0.0, 0.0, 0.0))/(luminance - 0.0));\n" + " \n" + " gl_FragColor = vec4(result.rgb, source.a);\n" + " }"; private int mShadowsLocation; private float mShadows; private int mHighlightsLocation; private float mHighlights; public GPUImageHighlightShadowFilter() { this(0.0f, 1.0f); } public GPUImageHighlightShadowFilter(final float shadows, final float highlights) { super(NO_FILTER_VERTEX_SHADER, HIGHLIGHT_SHADOW_FRAGMENT_SHADER); mHighlights = highlights; mShadows = shadows; } @Override public void onInit() { super.onInit(); mHighlightsLocation = GLES20.glGetUniformLocation(getProgram(), "highlights"); mShadowsLocation = GLES20.glGetUniformLocation(getProgram(), "shadows"); } @Override public void onInitialized() { super.onInitialized(); setHighlights(mHighlights); setShadows(mShadows); } public void setHighlights(final float highlights) { mHighlights = highlights; setFloat(mHighlightsLocation, mHighlights); } public void setShadows(final float shadows) { mShadows = shadows; setFloat(mShadowsLocation, mShadows); } }