Reputation: 77
I have 2 codes, one for brightness and one for contrast as follows.
brightness
"precision mediump float;" +
" varying vec2 vTextureCoord;\n" +
" \n" +
" uniform lowp sampler2D sTexture;\n" +
" uniform lowp float brightness;\n" +
" \n" +
" void main()\n" +
" {\n" +
" lowp vec4 textureColor = texture2D(sTexture, vTextureCoord);\n" +
" \n" +
" gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w);\n" +
" }";
@Override
public void onDraw() {
GLES20.glUniform1f(getHandle("brightness"), this.brightness);
}
contrast
"precision mediump float;" +
" varying vec2 vTextureCoord;\n" +
" \n" +
" uniform lowp sampler2D sTexture;\n" +
" uniform lowp float contrast;\n" +
" \n" +
" void main()\n" +
" {\n" +
" lowp vec4 textureColor = texture2D(sTexture, vTextureCoord);\n" +
" \n" +
" gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w);\n" +
" }";
@Override
public void onDraw() {
GLES20.glUniform1f(getHandle("contrast"), this.contrast);
}
Complete for one filter
public class GlBrightnessFilter extends GlFilter {
private static final String BRIGHTNESS_FRAGMENT_SHADER = "" +
"precision mediump float;" +
" varying vec2 vTextureCoord;\n" +
" \n" +
" uniform lowp sampler2D sTexture;\n" +
" uniform lowp float brightness;\n" +
" \n" +
" void main()\n" +
" {\n" +
" lowp vec4 textureColor = texture2D(sTexture, vTextureCoord);\n" +
" \n" +
" gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w);\n" +
" }";
public GlBrightnessFilter() {
super(DEFAULT_VERTEX_SHADER, BRIGHTNESS_FRAGMENT_SHADER);
}
private float brightness = 0f;
public void setBrightness(float brightness) {
this.brightness = brightness;
}
public void setContrast(float contrast) {
this.contrast = contrast;
}
@Override
public void onDraw() {
GLES20.glUniform1f(getHandle("brightness"), brightness);
}
}
How I can merge them to change both without clearing other filter. I want both to be changed without changing other filter value.
Basically I want single filter to be used to change both values.
Upvotes: 1
Views: 450
Reputation: 990
"precision mediump float;" +
" varying vec2 vTextureCoord;\n" +
" \n" +
" uniform lowp sampler2D sTexture;\n" +
" uniform lowp float brightness;\n" +
" uniform lowp float contrast;\n" +
" \n" +
" void main()\n" +
" {\n" +
" lowp vec4 textureColor = texture2D(sTexture, vTextureCoord);\n" +
" \n" +
" gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)) + vec3(brightness), textureColor.w);\n" +
" }";
Upvotes: 3