/* * 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); } }