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7 changes: 6 additions & 1 deletion README.md
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[![FOSSA Status](https://app.fossa.io/api/projects/git%2Bgithub.com%2Fhaztheo%2FGPUImage.svg?type=shield)](https://app.fossa.io/projects/git%2Bgithub.com%2Fhaztheo%2FGPUImage?ref=badge_shield)

# GPUImage #

<div style="float: right"><img src="http://sunsetlakesoftware.com/sites/default/files/GPUImageLogo.png" /></div>
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BSD-style, with the full license available with the framework in License.txt.


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## Technical requirements ##

- OpenGL ES 2.0: Applications using this will not run on the original iPhone, iPhone 3G, and 1st and 2nd generation iPod touches
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A version of my ColorTracking example from http://www.sunsetlakesoftware.com/2010/10/22/gpu-accelerated-video-processing-mac-and-ios ported across to use GPUImage, this application uses color in a scene to track objects from a live camera feed. The four views you can switch between include the raw camera feed, the camera feed with pixels matching the color threshold in white, the processed video where positions are encoded as colors within the pixels passing the threshold test, and finally the live video feed with a dot that tracks the selected color. Tapping the screen changes the color to track to match the color of the pixels under your finger. Tapping and dragging on the screen makes the color threshold more or less forgiving. This is most obvious on the second, color thresholding view.

Currently, all processing for the color averaging in the last step is done on the CPU, so this is part is extremely slow.
Currently, all processing for the color averaging in the last step is done on the CPU, so this is part is extremely slow.