package com.af.experiments.FxCameraApp.shaders; import static android.opengl.GLES20.glUniform1f; public class GlWhiteBalanceShader extends GlShader { private static final String FRAGMENT_SHADER = "precision mediump float;" + // 演算精度を指定します。 "varying vec2 vTextureCoord;" + "uniform lowp sampler2D sTexture;" + "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(sTexture, vTextureCoord);" + "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);" + "}"; private float mTemperature = 5000f; private float mTint; public GlWhiteBalanceShader() { super(DEFAULT_VERTEX_SHADER, FRAGMENT_SHADER); } public float getTemperature() { return mTemperature; } public void setTemperature(final float temperature) { mTemperature = temperature; } public float getTint() { return mTint; } public void setTint(final float tint) { mTint = tint; } ////////////////////////////////////////////////////////////////////////// @Override public void onDraw() { glUniform1f(getHandle("temperature"), mTemperature); glUniform1f(getHandle("tint"), mTint); } }