package com.marshalchen.common.uimodule.imageprocessing.filter.colour; import com.marshalchen.common.uimodule.imageprocessing.filter.BasicFilter; import android.opengl.GLES20; /** * A hue adjusting filter implementation of BasicFilter. * This filter rotates the hue, in radians, by a set amount. * Value should be in [0,6.28]; however, all values should produce acceptable results. * @author Chris Batt */ public class HueFilter extends BasicFilter { private static final String UNIFORM_HUEADJUST = "u_HueAdjust"; private float hueAdjust; private int hueAdjustHandle; /** * Creates a HueFilter that adjusts the hue of input image by a given number of radians. * @param hueAdjust * The amount the hue should be adjusted in radians. */ public HueFilter(float hueAdjust) { this.hueAdjust = hueAdjust; } // Adapted from http://stackoverflow.com/questions/9234724/how-to-change-hue-of-a-texture-with-glsl - see for code and discussion @Override protected String getFragmentShader() { return "precision mediump float;\n" +"uniform sampler2D "+UNIFORM_TEXTURE0+";\n" +"varying vec2 "+VARYING_TEXCOORD+";\n" +"uniform float "+UNIFORM_HUEADJUST+";\n" +"const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);\n" +"const vec4 kRGBToI = vec4 (0.595716, -0.274453, -0.321263, 0.0);\n" +"const vec4 kRGBToQ = vec4 (0.211456, -0.522591, 0.31135, 0.0);\n" +"const vec4 kYIQToR = vec4 (1.0, 0.9563, 0.6210, 0.0);\n" +"const vec4 kYIQToG = vec4 (1.0, -0.2721, -0.6474, 0.0);\n" +"const vec4 kYIQToB = vec4 (1.0, -1.1070, 1.7046, 0.0);\n" +"void main() {\n" +" vec4 color = texture2D("+UNIFORM_TEXTURE0+","+VARYING_TEXCOORD+");\n" +" float YPrime = dot(color, kRGBToYPrime);\n" +" float I = dot(color, kRGBToI);\n" +" float Q = dot(color, kRGBToQ);\n" +" float hue = atan(Q, I);\n" +" float chroma = sqrt(I * I + Q * Q);\n" +" hue += (-"+UNIFORM_HUEADJUST+");\n" +" Q = chroma * sin(hue);" +" I = chroma * cos(hue);" +" 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" +" gl_FragColor = color;\n" +"}\n"; } @Override protected void initShaderHandles() { super.initShaderHandles(); hueAdjustHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_HUEADJUST); } @Override protected void passShaderValues() { super.passShaderValues(); GLES20.glUniform1f(hueAdjustHandle, hueAdjust); } }