/*
* 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;
/**
* saturation: The degree of saturation or desaturation to apply to the image (0.0 - 2.0, with 1.0 as the default)
*/
public class GPUImageSaturationFilter extends GPUImageFilter {
public static final String SATURATION_FRAGMENT_SHADER = "" +
" varying highp vec2 textureCoordinate;\n" +
" \n" +
" uniform sampler2D inputImageTexture;\n" +
" uniform lowp float saturation;\n" +
" \n" +
" // Values from \"Graphics Shaders: Theory and Practice\" by Bailey and Cunningham\n" +
" const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);\n" +
" \n" +
" void main()\n" +
" {\n" +
" lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);\n" +
" lowp float luminance = dot(textureColor.rgb, luminanceWeighting);\n" +
" lowp vec3 greyScaleColor = vec3(luminance);\n" +
" \n" +
" gl_FragColor = vec4(mix(greyScaleColor, textureColor.rgb, saturation), textureColor.w);\n" +
" \n" +
" }";
private int mSaturationLocation;
private float mSaturation;
public GPUImageSaturationFilter() {
this(1.0f);
}
public GPUImageSaturationFilter(final float saturation) {
super(NO_FILTER_VERTEX_SHADER, SATURATION_FRAGMENT_SHADER);
mSaturation = saturation;
}
@Override
public void onInit() {
super.onInit();
mSaturationLocation = GLES20.glGetUniformLocation(getProgram(), "saturation");
}
@Override
public void onInitialized() {
super.onInitialized();
setSaturation(mSaturation);
}
public void setSaturation(final float saturation) {
mSaturation = saturation;
setFloat(mSaturationLocation, mSaturation);
}
}