#import "GPUImageBrightnessFilter.h"
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#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
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NSString *const kGPUImageBrightnessFragmentShaderString = SHADER_STRING
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(
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varying highp vec2 textureCoordinate;
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uniform sampler2D inputImageTexture;
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uniform lowp float brightness;
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void main()
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{
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lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
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gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w);
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}
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);
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#else
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NSString *const kGPUImageBrightnessFragmentShaderString = SHADER_STRING
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(
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varying vec2 textureCoordinate;
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uniform sampler2D inputImageTexture;
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uniform float brightness;
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void main()
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{
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vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
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gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w);
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}
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);
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#endif
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@implementation GPUImageBrightnessFilter
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@synthesize brightness = _brightness;
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#pragma mark -
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#pragma mark Initialization and teardown
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- (id)init;
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{
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if (!(self = [super initWithFragmentShaderFromString:kGPUImageBrightnessFragmentShaderString]))
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{
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return nil;
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}
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brightnessUniform = [filterProgram uniformIndex:@"brightness"];
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self.brightness = 0.0;
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return self;
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}
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#pragma mark -
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#pragma mark Accessors
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- (void)setBrightness:(CGFloat)newValue;
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{
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_brightness = newValue;
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[self setFloat:_brightness forUniform:brightnessUniform program:filterProgram];
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}
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@end
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