#import "GPUImageRGBFilter.h"
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#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
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NSString *const kGPUImageRGBFragmentShaderString = 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 highp float redAdjustment;
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uniform highp float greenAdjustment;
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uniform highp float blueAdjustment;
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void main()
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{
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highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
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gl_FragColor = vec4(textureColor.r * redAdjustment, textureColor.g * greenAdjustment, textureColor.b * blueAdjustment, textureColor.a);
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}
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);
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#else
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NSString *const kGPUImageRGBFragmentShaderString = 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 redAdjustment;
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uniform float greenAdjustment;
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uniform float blueAdjustment;
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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.r * redAdjustment, textureColor.g * greenAdjustment, textureColor.b * blueAdjustment, textureColor.a);
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}
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);
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#endif
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@implementation GPUImageRGBFilter
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@synthesize red = _red, blue = _blue, green = _green;
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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:kGPUImageRGBFragmentShaderString]))
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{
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return nil;
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}
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redUniform = [filterProgram uniformIndex:@"redAdjustment"];
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self.red = 1.0;
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greenUniform = [filterProgram uniformIndex:@"greenAdjustment"];
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self.green = 1.0;
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blueUniform = [filterProgram uniformIndex:@"blueAdjustment"];
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self.blue = 1.0;
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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)setRed:(CGFloat)newValue;
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{
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_red = newValue;
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[self setFloat:_red forUniform:redUniform program:filterProgram];
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}
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- (void)setGreen:(CGFloat)newValue;
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{
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_green = newValue;
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[self setFloat:_green forUniform:greenUniform program:filterProgram];
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}
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- (void)setBlue:(CGFloat)newValue;
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{
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_blue = newValue;
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[self setFloat:_blue forUniform:blueUniform program:filterProgram];
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}
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@end
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