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);
}
}