precision highp float; varying highp vec2 textureCoordinate; uniform sampler2D inputimageTexture; uniform mediump float hueAdjust; const highp vec4 kRGBToYPrime = vec4 (0.299,0.587,0.114,0.0); const highp vec4 kRGBToI = vec4 (0.595716,-0.274453,-0.321263,0.0); const highp vec4 kRGBToQ = vec4 (0.211456,-0.522591,0.31135,0.0); const highp vec4 kYIQToR = vec4 (1.0,0.9563,0.6210,0.0); const highp vec4 kYIQToG = vec4 (1.0,-0.2721,-0.6474,0.0); const highp vec4 kYIQToB = vec4 (1.0,-1.1070,1.7046,0.0); voID main () { // Sample the input pixel highp vec4 color = texture2D(inputimageTexture,textureCoordinate); // Convert to YIQ highp float YPrime = dot (color,kRGBToYPrime); highp float I = dot (color,kRGBToI); highp float Q = dot (color,kRGBToQ); // Calculate the hue and chroma highp float hue = atan (Q,I); highp float chroma = sqrt (I * I + Q * Q); // Make the user's adjustments hue += (-hueAdjust); //why negative rotation? // Convert back to YIQ Q = chroma * sin (hue); I = chroma * cos (hue); // Convert back to RGB highp vec4 yIQ = vec4 (YPrime,I,Q,0.0); color.r = dot (yIQ,kYIQToR);// --> color.g = dot (yIQ,kYIQToG); // --> color.b = dot (yIQ,kYIQToB); // Save the result gl_Fragcolor = color; });
但是,这张照片就是灰色/蓝色,被冲洗掉或是紫色的绿色.我在正确的轨道上吗?如果没有,如何修改此过滤器以影响个别渠道,同时保留其他渠道?
一些例子:
原来,我试图实现的效果:
(第二个图像几乎没有什么不同,然而红色通道的色调已经变得更加粉红色了,我需要能够在粉红色的橙色之间进行调整).
但是,这里是我得到的B和G评论:
(左侧:<0º,右侧:>0º) 它看起来像我不喜欢以红色的方式影响红色的色调;可能我正在接近这个错误,或者如果我在正确的轨道上,这段代码没有正确调整红色通道色调? (我也尝试使用GPUImagecolorMatrixFilter来实现这个效果,但是我并没有得到很多). 编辑:这是我现在使用@ VB_overflow的代码GPUImage包装器着色器的迭代,其功能上影响输入图像的方式类似于我的目标:
#import "GPUImageSkinToneFilter.h"@implementation GPUImageSkinToneFilterNsstring *const kGPUImageSkinToneFragmentShaderString = SHADER_STRING( varying highp vec2 textureCoordinate; uniform sampler2D inputimageTexture; // [-1;1] <=> [pink;orange] uniform highp float skinToneAdjust; // will make reds more pink // Other parameters uniform mediump float skinHue; uniform mediump float skinHueThreshold; uniform mediump float maxHueShift; uniform mediump float maxSaturationShift; // RGB <-> HSV conversion,thanks to http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl highp vec3 rgb2hsv(highp vec3 c){ highp vec4 K = vec4(0.0,-1.0 / 3.0,2.0 / 3.0,-1.0); highp vec4 p = mix(vec4(c.bg,K.wz),vec4(c.gb,K.xy),step(c.b,c.g)); highp vec4 q = mix(vec4(p.xyw,c.r),vec4(c.r,p.yzx),step(p.x,c.r)); highp float d = q.x - min(q.w,q.y); highp float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),d / (q.x + e),q.x);} // HSV <-> RGB conversion,thanks to http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl highp vec3 hsv2rgb(highp vec3 c){ highp vec4 K = vec4(1.0,1.0 / 3.0,3.0); highp vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx,clamp(p - K.xxx,0.0,1.0),c.y);} // Main voID main (){ // Sample the input pixel highp vec4 colorRGB = texture2D(inputimageTexture,textureCoordinate); // Convert color to HSV,extract hue highp vec3 colorHSV = rgb2hsv(colorRGB.rgb); highp float hue = colorHSV.x; // check how far from skin hue highp float dist = hue - skinHue; if (dist > 0.5) dist -= 1.0; if (dist < -0.5) dist += 1.0; dist = abs(dist)/0.5; // normalized to [0,1] // Apply Gaussian like filter highp float weight = exp(-dist*dist*skinHueThreshold); weight = clamp(weight,1.0); // We want more orange,so increase saturation if (skinToneAdjust > 0.0) colorHSV.y += skinToneAdjust * weight * maxSaturationShift; // we want more pinks,so decrease hue else colorHSV.x += skinToneAdjust * weight * maxHueShift; // final color highp vec3 finalcolorRGB = hsv2rgb(colorHSV.rgb); // display gl_Fragcolor = vec4(finalcolorRGB,1.0);});#pragma mark -#pragma mark Initialization and teardown@synthesize skinToneAdjust;@synthesize skinHue;@synthesize skinHueThreshold;@synthesize maxHueShift;@synthesize maxSaturationShift;- (ID)init{ if(! (self = [super initWithFragmentShaderFromString:kGPUImageSkinToneFragmentShaderString]) ) { return nil; } skinToneAdjustUniform = [filterProgram uniformIndex:@"skinToneAdjust"]; skinHueUniform = [filterProgram uniformIndex:@"skinHue"]; skinHueThresholdUniform = [filterProgram uniformIndex:@"skinHueThreshold"]; maxHueShiftUniform = [filterProgram uniformIndex:@"maxHueShift"]; maxSaturationShiftUniform = [filterProgram uniformIndex:@"maxSaturationShift"]; self.skinHue = 0.05; self.skinHueThreshold = 50.0; self.maxHueShift = 0.14; self.maxSaturationShift = 0.25; return self;}#pragma mark -#pragma mark Accessors- (voID)setSkinToneAdjust:(CGfloat)newValue{ skinToneAdjust = newValue; [self setfloat:newValue forUniform:skinToneAdjustUniform program:filterProgram];}- (voID)setSkinHue:(CGfloat)newValue{ skinHue = newValue; [self setfloat:newValue forUniform:skinHueUniform program:filterProgram];}- (voID)setSkinHueThreshold:(CGfloat)newValue{ skinHueThreshold = newValue; [self setfloat:newValue forUniform:skinHueThresholdUniform program:filterProgram];}- (voID)setMaxHueShift:(CGfloat)newValue{ maxHueShift = newValue; [self setfloat:newValue forUniform:maxHueShiftUniform program:filterProgram];}- (voID)setMaxSaturationShift:(CGfloat)newValue{ maxSaturationShift = newValue; [self setfloat:newValue forUniform:maxSaturationShiftUniform program:filterProgram];}@end解决方法 我在 ShaderToy上做了一个例子.使用最新的Chrome来查看它,就我而言,它在firefox或IE上不起作用,因为它使用视频作为输入.
经过一些实验,在我看来,红色的色调要更加“粉红色”,你需要减少色调,但要获得更多的“橙色”,你需要增加饱和度.
在代码中,我转换为HSV而不是YIQ,因为它更快,使调整饱和成为可能,仍然允许调整色调. HSV组件也在[0-1]间隔,所以不需要处理弧度.
所以这里是这样做的:
>您选择参考色调或颜色(在您的情况下为红色色调)
着色器计算从当前像素色调到参考色调的“距离”
>根据这个距离,如果你想粉红色,减少色调,如果你想要橙色增加饱和度
>重要的是要注意,色调的表现与饱和度和值的不同:它应该被视为一个角度(更多信息here).
参考色调应该被硬编码,由用户(通过颜色选择图像)选择,或者通过分析图像内容来找到.
在计算距离方面有许多不同的可能方法,在这个例子中,我选择使用色相之间的角距离.
您也需要在计算距离之后应用某种过滤,以“选择”最近的颜色,如gaussian like function.
这里是代码,没有ShaderToy的东西:
precision highp float;// [-1;1] <=> [pink;orange]const float EFFECT_AMOUNT = -0.25; // will make reds more pink// Other parameters const float SKIN_HUE = 0.05;const float SKIN_HUE_TolERANCE = 50.0; const float MAX_HUE_SHIFT = 0.04;const float MAX_SATURATION_SHIFT = 0.25;// RGB <-> HSV conversion,thanks to http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glslvec3 rgb2hsv(vec3 c){ vec4 K = vec4(0.0,-1.0); vec4 p = mix(vec4(c.bg,c.g)); vec4 q = mix(vec4(p.xyw,c.r)); float d = q.x - min(q.w,q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),q.x);}// HSV <-> RGB conversion,thanks to http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glslvec3 hsv2rgb(vec3 c){ vec4 K = vec4(1.0,3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx,c.y);}// MainvoID main (){ // Sample the input pixel vec4 colorRGB = texture2D(inputimageTexture,textureCoordinate); // get effect amount to apply float skin_tone_shift = EFFECT_AMOUNT; // Convert color to HSV,extract hue vec3 colorHSV = rgb2hsv(colorRGB.rgb); float hue = colorHSV.x; // check how far from skin hue float dist = hue - SKIN_HUE; if (dist > 0.5) dist -= 1.0; if (dist < -0.5) dist += 1.0; dist = abs(dist)/0.5; // normalized to [0,1] // Apply Gaussian like filter float weight = exp(-dist*dist*SKIN_HUE_TolERANCE); weight = clamp(weight,so increase saturation if (skin_tone_shift > 0.0) colorHSV.y += skin_tone_shift * weight * MAX_SATURATION_SHIFT; // we want more pinks,so decrease hue else colorHSV.x += skin_tone_shift * weight * MAX_HUE_SHIFT; // final color vec3 finalcolorRGB = hsv2rgb(colorHSV.rgb); // display gl_Fragcolor = vec4(finalcolorRGB,1.0);}
更多橙色:
更多粉色:
– 编辑 –
在我看来,您没有在ObjectiveC代码中设置统一值.如果你忘记了这个着色器,所有这些都将为零.
代码应如下所示:
- (ID)init{ if(! (self = [super initWithFragmentShaderFromString:kGPUImageSkinToneFragmentShaderString]) ) { return nil; } skinToneAdjustUniform = [filterProgram uniformIndex:@"skinToneAdjust"]; [self setfloat:0.5 forUniform:skinToneAdjustUniform program:filterProgram]; // here 0.5 so should increase saturation skinHueUniform = [filterProgram uniformIndex:@"skinHue"]; self.skinHue = 0.05; [self setfloat:self.skinHue forUniform:skinHueUniform program:filterProgram]; skinHuetoleranceUniform = [filterProgram uniformIndex:@"skinHuetolerance"]; self.skinHuetolerance = 50.0; [self setfloat:self.skinHuetolerance forUniform:skinHuetoleranceUniform program:filterProgram]; maxHueShiftUniform = [filterProgram uniformIndex:@"maxHueShift"]; self.maxHueShift = 0.04; [self setfloat:self.maxHueShift forUniform:maxHueShiftUniform program:filterProgram]; maxSaturationShiftUniform = [filterProgram uniformIndex:@"maxSaturationShift"]; self.maxSaturationShift = 0.25; [self setfloat:self.maxSaturationShift forUniform:maxSaturationShiftUniform program:filterProgram]; return self;}@end总结
以上是内存溢出为你收集整理的ios – GPUImage为每个RGB通道添加色调/颜色调整(调整红色以更加粉红色或橙色)全部内容,希望文章能够帮你解决ios – GPUImage为每个RGB通道添加色调/颜色调整(调整红色以更加粉红色或橙色)所遇到的程序开发问题。
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