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);
}
}