parent
6055af2d8b
commit
605e60e744
@ -1,42 +0,0 @@ |
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package com.frank.camerafilter.filter.advance; |
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import android.content.Context; |
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import android.opengl.GLES20; |
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import com.frank.camerafilter.R; |
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import com.frank.camerafilter.filter.BaseFilter; |
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import com.frank.camerafilter.util.OpenGLUtil; |
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public class BeautyCrayonFilter extends BaseFilter { |
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// 1.0--5.0
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private int mStrengthLocation; |
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private int mStepOffsetLocation; |
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public BeautyCrayonFilter(Context context) { |
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super(NORMAL_VERTEX_SHADER, OpenGLUtil.readShaderFromSource(context, R.raw.crayon)); |
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} |
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protected void onInit() { |
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super.onInit(); |
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mStrengthLocation = GLES20.glGetUniformLocation(getProgramId(), "strength"); |
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mStepOffsetLocation = GLES20.glGetUniformLocation(getProgramId(), "singleStepOffset"); |
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} |
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protected void onInitialized() { |
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super.onInitialized(); |
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setFloat(mStrengthLocation, 2.0f); |
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} |
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@Override |
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public void onInputSizeChanged(int width, int height) { |
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super.onInputSizeChanged(width, height); |
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setFloatVec2(mStepOffsetLocation, new float[] {1.0f / width, 1.0f / height}); |
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} |
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protected void onDestroy() { |
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super.onDestroy(); |
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} |
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} |
@ -0,0 +1,33 @@ |
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package com.frank.camerafilter.filter.advance; |
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import android.content.Context; |
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import android.opengl.GLES30; |
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import com.frank.camerafilter.R; |
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import com.frank.camerafilter.filter.BaseFilter; |
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import com.frank.camerafilter.util.OpenGLUtil; |
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public class BeautyHueFilter extends BaseFilter { |
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private int hueAdjust; |
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public BeautyHueFilter(Context context) { |
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super(NORMAL_VERTEX_SHADER, OpenGLUtil.readShaderFromSource(context, R.raw.hue)); |
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} |
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protected void onInit() { |
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super.onInit(); |
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hueAdjust = GLES30.glGetUniformLocation(getProgramId(), "hueAdjust"); |
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} |
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protected void onInitialized() { |
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super.onInitialized(); |
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setFloat(hueAdjust, 3.0f); |
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} |
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@Override |
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public void onInputSizeChanged(int width, int height) { |
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super.onInputSizeChanged(width, height); |
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} |
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} |
@ -1,53 +0,0 @@ |
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varying highp vec2 textureCoordinate; |
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precision mediump float; |
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uniform sampler2D inputImageTexture; |
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uniform vec2 singleStepOffset; |
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uniform float strength; |
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const highp vec3 W = vec3(0.299,0.587,0.114); |
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const mat3 rgb2yiqMatrix = mat3( |
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0.299, 0.587, 0.114, |
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0.596,-0.275,-0.321, |
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0.212,-0.523, 0.311); |
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const mat3 yiq2rgbMatrix = mat3( |
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1.0, 0.956, 0.621, |
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1.0,-0.272,-1.703, |
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1.0,-1.106, 0.0); |
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void main() |
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{ |
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vec4 oralColor = texture2D(inputImageTexture, textureCoordinate); |
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vec3 maxValue = vec3(0.,0.,0.); |
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for(int i = -2; i<=2; i++) |
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{ |
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for(int j = -2; j<=2; j++) |
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{ |
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vec4 tempColor = texture2D(inputImageTexture, textureCoordinate+singleStepOffset*vec2(i,j)); |
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maxValue.r = max(maxValue.r,tempColor.r); |
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maxValue.g = max(maxValue.g,tempColor.g); |
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maxValue.b = max(maxValue.b,tempColor.b); |
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} |
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} |
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vec3 textureColor = oralColor.rgb / maxValue; |
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float gray = dot(textureColor, W); |
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float k = 0.223529; |
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float alpha = min(gray,k)/k; |
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textureColor = textureColor * alpha + (1.-alpha)*oralColor.rgb; |
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vec3 yiqColor = textureColor * rgb2yiqMatrix; |
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yiqColor.r = max(0.0,min(1.0,pow(gray,strength))); |
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textureColor = yiqColor * yiq2rgbMatrix; |
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gl_FragColor = vec4(textureColor, oralColor.w); |
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} |
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precision highp float; |
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varying highp vec2 textureCoordinate; |
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uniform sampler2D inputImageTexture; |
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uniform mediump float hueAdjust; |
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const highp vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0); |
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const highp vec4 kRGBToI = vec4 (0.595716, -0.274453, -0.321263, 0.0); |
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const highp vec4 kRGBToQ = vec4 (0.211456, -0.522591, 0.31135, 0.0); |
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const highp vec4 kYIQToR = vec4 (1.0, 0.9563, 0.6210, 0.0); |
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const highp vec4 kYIQToG = vec4 (1.0, -0.2721, -0.6474, 0.0); |
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const highp vec4 kYIQToB = vec4 (1.0, -1.1070, 1.7046, 0.0); |
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void main () |
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{ |
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// Sample the input pixel |
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highp vec4 color = texture2D(inputImageTexture, textureCoordinate); |
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// Convert to YIQ |
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highp float YPrime = dot (color, kRGBToYPrime); |
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highp float I = dot (color, kRGBToI); |
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highp float Q = dot (color, kRGBToQ); |
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// Calculate the hue and chroma |
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highp float hue = atan (Q, I); |
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highp float chroma = sqrt (I * I + Q * Q); |
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// Make the user's adjustments |
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hue += (-hueAdjust); //why negative rotation? |
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// Convert back to YIQ |
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Q = chroma * sin (hue); |
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I = chroma * cos (hue); |
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// Convert back to RGB |
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highp vec4 yIQ = vec4 (YPrime, I, Q, 0.0); |
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color.r = dot (yIQ, kYIQToR); |
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color.g = dot (yIQ, kYIQToG); |
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color.b = dot (yIQ, kYIQToB); |
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// Save the result |
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gl_FragColor = color; |
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} |
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