a255354cceaee71a0acef7b84177ce6831d2adc9.svn-base
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#import "GPUImageWhiteBalanceFilter.h"
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageWhiteBalanceFragmentShaderString = SHADER_STRING
(
uniform sampler2D inputImageTexture;
varying highp vec2 textureCoordinate;
uniform lowp float temperature;
uniform lowp float tint;
const lowp vec3 warmFilter = vec3(0.93, 0.54, 0.0);
const mediump mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.212, -0.523, 0.311);
const mediump mat3 YIQtoRGB = mat3(1.0, 0.956, 0.621, 1.0, -0.272, -0.647, 1.0, -1.105, 1.702);
void main()
{
lowp vec4 source = texture2D(inputImageTexture, textureCoordinate);
mediump vec3 yiq = RGBtoYIQ * source.rgb; //adjusting tint
yiq.b = clamp(yiq.b + tint*0.5226*0.1, -0.5226, 0.5226);
lowp vec3 rgb = YIQtoRGB * yiq;
lowp vec3 processed = vec3(
(rgb.r < 0.5 ? (2.0 * rgb.r * warmFilter.r) : (1.0 - 2.0 * (1.0 - rgb.r) * (1.0 - warmFilter.r))), //adjusting temperature
(rgb.g < 0.5 ? (2.0 * rgb.g * warmFilter.g) : (1.0 - 2.0 * (1.0 - rgb.g) * (1.0 - warmFilter.g))),
(rgb.b < 0.5 ? (2.0 * rgb.b * warmFilter.b) : (1.0 - 2.0 * (1.0 - rgb.b) * (1.0 - warmFilter.b))));
gl_FragColor = vec4(mix(rgb, processed, temperature), source.a);
}
);
#else
NSString *const kGPUImageWhiteBalanceFragmentShaderString = SHADER_STRING
(
uniform sampler2D inputImageTexture;
varying vec2 textureCoordinate;
uniform float temperature;
uniform float tint;
const vec3 warmFilter = vec3(0.93, 0.54, 0.0);
const mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.212, -0.523, 0.311);
const mat3 YIQtoRGB = mat3(1.0, 0.956, 0.621, 1.0, -0.272, -0.647, 1.0, -1.105, 1.702);
void main()
{
vec4 source = texture2D(inputImageTexture, textureCoordinate);
vec3 yiq = RGBtoYIQ * source.rgb; //adjusting tint
yiq.b = clamp(yiq.b + tint*0.5226*0.1, -0.5226, 0.5226);
vec3 rgb = YIQtoRGB * yiq;
vec3 processed = vec3(
(rgb.r < 0.5 ? (2.0 * rgb.r * warmFilter.r) : (1.0 - 2.0 * (1.0 - rgb.r) * (1.0 - warmFilter.r))), //adjusting temperature
(rgb.g < 0.5 ? (2.0 * rgb.g * warmFilter.g) : (1.0 - 2.0 * (1.0 - rgb.g) * (1.0 - warmFilter.g))),
(rgb.b < 0.5 ? (2.0 * rgb.b * warmFilter.b) : (1.0 - 2.0 * (1.0 - rgb.b) * (1.0 - warmFilter.b))));
gl_FragColor = vec4(mix(rgb, processed, temperature), source.a);
}
);
#endif
@implementation GPUImageWhiteBalanceFilter
@synthesize temperature = _temperature;
@synthesize tint = _tint;
#pragma mark -
#pragma mark Initialization and teardown
- (id)init;
{
if (!(self = [super initWithFragmentShaderFromString:kGPUImageWhiteBalanceFragmentShaderString]))
{
return nil;
}
temperatureUniform = [filterProgram uniformIndex:@"temperature"];
tintUniform = [filterProgram uniformIndex:@"tint"];
self.temperature = 5000.0;
self.tint = 0.0;
return self;
}
#pragma mark -
#pragma mark Accessors
- (void)setTemperature:(CGFloat)newValue;
{
_temperature = newValue;
[self setFloat:_temperature < 5000 ? 0.0004 * (_temperature-5000.0) : 0.00006 * (_temperature-5000.0) forUniform:temperatureUniform program:filterProgram];
}
- (void)setTint:(CGFloat)newValue;
{
_tint = newValue;
[self setFloat:_tint / 100.0 forUniform:tintUniform program:filterProgram];
}
@end