/* * 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 white balance of incoming image. <br> * <br> * temperature: * tint: */ public class GPUImageWhiteBalanceFilter extends GPUImageFilter { public static final String WHITE_BALANCE_FRAGMENT_SHADER = "" + "uniform sampler2D inputImageTexture;\n" + "varying highp vec2 textureCoordinate;\n" + " \n" + "uniform lowp float temperature;\n" + "uniform lowp float tint;\n" + "\n" + "const lowp vec3 warmFilter = vec3(0.93, 0.54, 0.0);\n" + "\n" + "const mediump mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.212, -0.523, 0.311);\n" + "const mediump mat3 YIQtoRGB = mat3(1.0, 0.956, 0.621, 1.0, -0.272, -0.647, 1.0, -1.105, 1.702);\n" + "\n" + "void main()\n" + "{\n" + " lowp vec4 source = texture2D(inputImageTexture, textureCoordinate);\n" + " \n" + " mediump vec3 yiq = RGBtoYIQ * source.rgb; //adjusting tint\n" + " yiq.b = clamp(yiq.b + tint*0.5226*0.1, -0.5226, 0.5226);\n" + " lowp vec3 rgb = YIQtoRGB * yiq;\n" + "\n" + " lowp vec3 processed = vec3(\n" + " (rgb.r < 0.5 ? (2.0 * rgb.r * warmFilter.r) : (1.0 - 2.0 * (1.0 - rgb.r) * (1.0 - warmFilter.r))), //adjusting temperature\n" + " (rgb.g < 0.5 ? (2.0 * rgb.g * warmFilter.g) : (1.0 - 2.0 * (1.0 - rgb.g) * (1.0 - warmFilter.g))), \n" + " (rgb.b < 0.5 ? (2.0 * rgb.b * warmFilter.b) : (1.0 - 2.0 * (1.0 - rgb.b) * (1.0 - warmFilter.b))));\n" + "\n" + " gl_FragColor = vec4(mix(rgb, processed, temperature), source.a);\n" + "}"; private int mTemperatureLocation; private float mTemperature; private int mTintLocation; private float mTint; public GPUImageWhiteBalanceFilter() { this(5000.0f, 0.0f); } public GPUImageWhiteBalanceFilter(final float temperature, final float tint) { super(NO_FILTER_VERTEX_SHADER, WHITE_BALANCE_FRAGMENT_SHADER); mTemperature = temperature; mTint = tint; } @Override public void onInit() { super.onInit(); mTemperatureLocation = GLES20.glGetUniformLocation(getProgram(), "temperature"); mTintLocation = GLES20.glGetUniformLocation(getProgram(), "tint"); setTemperature(mTemperature); setTint(mTint); } public void setTemperature(final float temperature) { mTemperature = temperature; setFloat(mTemperatureLocation, mTemperature < 5000 ? (float)(0.0004 * (mTemperature-5000.0)) : (float)(0.00006 * (mTemperature-5000.0))); } public void setTint(final float tint) { mTint = tint; setFloat(mTintLocation, (float)(mTint/100.0)); } }