Android GPUImage-11: HUE

1.效果图

2.shader

   "precision highp float;\n" +
            "varying highp vec2 textureCoordinate;\n" +
            "\n" +
            "uniform sampler2D inputImageTexture;\n" +
            "uniform mediump float hueAdjust;\n" +
            "const highp vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);\n" +
            "const highp vec4 kRGBToI = vec4 (0.595716, -0.274453, -0.321263, 0.0);\n" +
            "const highp vec4 kRGBToQ = vec4 (0.211456, -0.522591, 0.31135, 0.0);\n" +
            "\n" +
            "const highp vec4 kYIQToR = vec4 (1.0, 0.9563, 0.6210, 0.0);\n" +
            "const highp vec4 kYIQToG = vec4 (1.0, -0.2721, -0.6474, 0.0);\n" +
            "const highp vec4 kYIQToB = vec4 (1.0, -1.1070, 1.7046, 0.0);\n" +
            "\n" +
            "void main ()\n" +
            "{\n" +
            "    // Sample the input pixel\n" +
            "    highp vec4 color = texture2D(inputImageTexture, textureCoordinate);\n" +
            "\n" +
            "    // Convert to YIQ\n" +
            "    highp float YPrime = dot (color, kRGBToYPrime);\n" +
            "    highp float I = dot (color, kRGBToI);\n" +
            "    highp float Q = dot (color, kRGBToQ);\n" +
            "\n" +
            "    // Calculate the hue and chroma\n" +
            "    highp float hue = atan (Q, I);\n" +
            "    highp float chroma = sqrt (I * I + Q * Q);\n" +
            "\n" +
            "    // Make the user's adjustments\n" +
            "    hue += (-hueAdjust); //why negative rotation?\n" +
            "\n" +
            "    // Convert back to YIQ\n" +
            "    Q = chroma * sin (hue);\n" +
            "    I = chroma * cos (hue);\n" +
            "\n" +
            "    // Convert back to RGB\n" +
            "    highp vec4 yIQ = vec4 (YPrime, I, Q, 0.0);\n" +
            "    color.r = dot (yIQ, kYIQToR);\n" +
            "    color.g = dot (yIQ, kYIQToG);\n" +
            "    color.b = dot (yIQ, kYIQToB);\n" +
            "\n" +
            "    // Save the result\n" +
            "    gl_FragColor = color;\n" +
            "}\n";

3.原理

  • 首先转化为YIQ
  • 然后计算hue和chroma, atan计算角度
  • 转换会RGB
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