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GPUImageColorConversion.m
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#import "GPUImageFilter.h"
// Color Conversion Constants (YUV to RGB) including adjustment from 16-235/16-240 (video range)
// BT.601, which is the standard for SDTV.
GLfloat kColorConversion601Default[] = {
1.164, 1.164, 1.164,
0.0, -0.392, 2.017,
1.596, -0.813, 0.0,
};
// BT.601 full range (ref: http://www.equasys.de/colorconversion.html)
GLfloat kColorConversion601FullRangeDefault[] = {
1.0, 1.0, 1.0,
0.0, -0.343, 1.765,
1.4, -0.711, 0.0,
};
// BT.709, which is the standard for HDTV.
GLfloat kColorConversion709Default[] = {
1.164, 1.164, 1.164,
0.0, -0.213, 2.112,
1.793, -0.533, 0.0,
};
GLfloat *kColorConversion601 = kColorConversion601Default;
GLfloat *kColorConversion601FullRange = kColorConversion601FullRangeDefault;
GLfloat *kColorConversion709 = kColorConversion709Default;
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageYUVVideoRangeConversionForRGFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D luminanceTexture;
uniform sampler2D chrominanceTexture;
uniform mediump mat3 colorConversionMatrix;
void main()
{
mediump vec3 yuv;
lowp vec3 rgb;
yuv.x = texture2D(luminanceTexture, textureCoordinate).r;
yuv.yz = texture2D(chrominanceTexture, textureCoordinate).rg - vec2(0.5, 0.5);
rgb = colorConversionMatrix * yuv;
gl_FragColor = vec4(rgb, 1);
}
);
#else
NSString *const kGPUImageYUVVideoRangeConversionForRGFragmentShaderString = SHADER_STRING
(
varying vec2 textureCoordinate;
uniform sampler2D luminanceTexture;
uniform sampler2D chrominanceTexture;
void main()
{
vec3 yuv;
vec3 rgb;
yuv.x = texture2D(luminanceTexture, textureCoordinate).r;
yuv.yz = texture2D(chrominanceTexture, textureCoordinate).rg - vec2(0.5, 0.5);
// BT.601, which is the standard for SDTV is provided as a reference
/*
rgb = mat3( 1, 1, 1,
0, -.39465, 2.03211,
1.13983, -.58060, 0) * yuv;
*/
// Using BT.709 which is the standard for HDTV
rgb = mat3( 1, 1, 1,
0, -.21482, 2.12798,
1.28033, -.38059, 0) * yuv;
gl_FragColor = vec4(rgb, 1);
}
);
#endif
NSString *const kGPUImageYUVFullRangeConversionForLAFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D luminanceTexture;
uniform sampler2D chrominanceTexture;
uniform mediump mat3 colorConversionMatrix;
void main()
{
mediump vec3 yuv;
lowp vec3 rgb;
yuv.x = texture2D(luminanceTexture, textureCoordinate).r;
yuv.yz = texture2D(chrominanceTexture, textureCoordinate).ra - vec2(0.5, 0.5);
rgb = colorConversionMatrix * yuv;
gl_FragColor = vec4(rgb, 1);
}
);
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageYUVVideoRangeConversionForLAFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D luminanceTexture;
uniform sampler2D chrominanceTexture;
uniform mediump mat3 colorConversionMatrix;
void main()
{
mediump vec3 yuv;
lowp vec3 rgb;
yuv.x = texture2D(luminanceTexture, textureCoordinate).r - (16.0/255.0);
yuv.yz = texture2D(chrominanceTexture, textureCoordinate).ra - vec2(0.5, 0.5);
rgb = colorConversionMatrix * yuv;
gl_FragColor = vec4(rgb, 1);
}
);
#else
NSString *const kGPUImageYUVVideoRangeConversionForLAFragmentShaderString = SHADER_STRING
(
varying vec2 textureCoordinate;
uniform sampler2D luminanceTexture;
uniform sampler2D chrominanceTexture;
void main()
{
vec3 yuv;
vec3 rgb;
yuv.x = texture2D(luminanceTexture, textureCoordinate).r;
yuv.yz = texture2D(chrominanceTexture, textureCoordinate).ra - vec2(0.5, 0.5);
// BT.601, which is the standard for SDTV is provided as a reference
/*
rgb = mat3( 1, 1, 1,
0, -.39465, 2.03211,
1.13983, -.58060, 0) * yuv;
*/
// Using BT.709 which is the standard for HDTV
rgb = mat3( 1, 1, 1,
0, -.21482, 2.12798,
1.28033, -.38059, 0) * yuv;
gl_FragColor = vec4(rgb, 1);
}
);
#endif