#import "GPUImageUnsharpMaskFilter.h"
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#import "GPUImageFilter.h"
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#import "GPUImageTwoInputFilter.h"
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#import "GPUImageGaussianBlurFilter.h"
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#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
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NSString *const kGPUImageUnsharpMaskFragmentShaderString = SHADER_STRING
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(
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varying highp vec2 textureCoordinate;
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varying highp vec2 textureCoordinate2;
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uniform sampler2D inputImageTexture;
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uniform sampler2D inputImageTexture2;
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uniform highp float intensity;
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void main()
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{
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lowp vec4 sharpImageColor = texture2D(inputImageTexture, textureCoordinate);
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lowp vec3 blurredImageColor = texture2D(inputImageTexture2, textureCoordinate2).rgb;
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gl_FragColor = vec4(sharpImageColor.rgb * intensity + blurredImageColor * (1.0 - intensity), sharpImageColor.a);
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// gl_FragColor = mix(blurredImageColor, sharpImageColor, intensity);
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// gl_FragColor = vec4(sharpImageColor.rgb - (blurredImageColor.rgb * intensity), 1.0);
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}
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);
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#else
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NSString *const kGPUImageUnsharpMaskFragmentShaderString = SHADER_STRING
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(
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varying vec2 textureCoordinate;
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varying vec2 textureCoordinate2;
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uniform sampler2D inputImageTexture;
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uniform sampler2D inputImageTexture2;
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uniform float intensity;
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void main()
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{
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vec4 sharpImageColor = texture2D(inputImageTexture, textureCoordinate);
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vec3 blurredImageColor = texture2D(inputImageTexture2, textureCoordinate2).rgb;
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gl_FragColor = vec4(sharpImageColor.rgb * intensity + blurredImageColor * (1.0 - intensity), sharpImageColor.a);
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// gl_FragColor = mix(blurredImageColor, sharpImageColor, intensity);
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// gl_FragColor = vec4(sharpImageColor.rgb - (blurredImageColor.rgb * intensity), 1.0);
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}
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);
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#endif
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@implementation GPUImageUnsharpMaskFilter
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@synthesize blurRadiusInPixels;
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@synthesize intensity = _intensity;
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- (id)init;
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{
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if (!(self = [super init]))
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{
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return nil;
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}
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// First pass: apply a variable Gaussian blur
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blurFilter = [[GPUImageGaussianBlurFilter alloc] init];
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[self addFilter:blurFilter];
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// Second pass: combine the blurred image with the original sharp one
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unsharpMaskFilter = [[GPUImageTwoInputFilter alloc] initWithFragmentShaderFromString:kGPUImageUnsharpMaskFragmentShaderString];
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[self addFilter:unsharpMaskFilter];
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// Texture location 0 needs to be the sharp image for both the blur and the second stage processing
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[blurFilter addTarget:unsharpMaskFilter atTextureLocation:1];
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self.initialFilters = [NSArray arrayWithObjects:blurFilter, unsharpMaskFilter, nil];
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self.terminalFilter = unsharpMaskFilter;
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self.intensity = 1.0;
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self.blurRadiusInPixels = 4.0;
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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)setBlurRadiusInPixels:(CGFloat)newValue;
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{
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blurFilter.blurRadiusInPixels = newValue;
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}
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- (CGFloat)blurRadiusInPixels;
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{
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return blurFilter.blurRadiusInPixels;
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}
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- (void)setIntensity:(CGFloat)newValue;
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{
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_intensity = newValue;
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[unsharpMaskFilter setFloat:newValue forUniformName:@"intensity"];
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}
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@end
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