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)

前端之家收集整理的这篇文章主要介绍了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)前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。
试图调整特定频道的色调(或者更具体地说,在这种情况下是红色的特定颜色范围).看着色调过滤器,我想也许我可以通过评论绿色和蓝色修饰符,影响到只有红色通道的变化:
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 GPUImageSkinToneFilter

NSString *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.

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-glsl
vec3 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-glsl
vec3 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);
}

// Main
void 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
原文链接:https://www.f2er.com/iOS/329366.html

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