package com.marshalchen.common.uimodule.imageprocessing.filter.colour; import com.marshalchen.common.uimodule.imageprocessing.filter.BasicFilter; import android.opengl.GLES20; /** * A saturation adjustment filter extension of BasicFilter. * This filter saturates or desaturates the input image based on a given saturation value. * Values should be in [0, 2] for normal usage; however, all positive values should produce results. * Values below 1 will desaturate while values above 1 will saturate. * This filter will not adjust alpha values. * @author Chris Batt */ public class SaturationFilter extends BasicFilter { private static final String UNIFORM_SATURATION = "u_Saturation"; private float saturation; private int saturationHandle; /** * Creates an ImageSaturationFilter with a given saturation adjustment value. * @param saturation * The saturation adjustment value. */ public SaturationFilter(float saturation) { if(saturation < 0) { saturation = 0; } this.saturation = saturation; } @Override protected String getFragmentShader() { return "precision mediump float;\n" +"uniform sampler2D "+UNIFORM_TEXTURE0+";\n" +"varying vec2 "+VARYING_TEXCOORD+";\n" +"uniform float "+UNIFORM_SATURATION+";\n" +"const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);\n" +"void main(){\n" +" vec4 color = texture2D("+UNIFORM_TEXTURE0+","+VARYING_TEXCOORD+");\n" +" float luminance = dot(color.rgb, luminanceWeighting);\n" +" vec3 greyScaleColor = vec3(luminance);\n" +" gl_FragColor = vec4(mix(greyScaleColor, color.rgb, "+UNIFORM_SATURATION+"), color.a);\n" +"}\n"; } @Override protected void initShaderHandles() { super.initShaderHandles(); saturationHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_SATURATION); } @Override protected void passShaderValues() { super.passShaderValues(); GLES20.glUniform1f(saturationHandle, saturation); } }