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@liovch
Created July 24, 2012 09:01
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GIMP color balance filter shader
NSString *const kColorShiftFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float redShift;
uniform lowp float greenShift;
uniform lowp float blueShift;
lowp float RGBToL(lowp vec3 color)
{
lowp float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
lowp float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
return (fmax + fmin) / 2.0; // Luminance
}
lowp vec3 RGBToHSL(lowp vec3 color)
{
lowp vec3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part)
lowp float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB
lowp float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB
lowp float delta = fmax - fmin; //Delta RGB value
hsl.z = (fmax + fmin) / 2.0; // Luminance
if (delta == 0.0) //This is a gray, no chroma...
{
hsl.x = 0.0; // Hue
hsl.y = 0.0; // Saturation
}
else //Chromatic data...
{
if (hsl.z < 0.5)
hsl.y = delta / (fmax + fmin); // Saturation
else
hsl.y = delta / (2.0 - fmax - fmin); // Saturation
lowp float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
lowp float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
lowp float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
if (color.r == fmax )
hsl.x = deltaB - deltaG; // Hue
else if (color.g == fmax)
hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
else if (color.b == fmax)
hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
if (hsl.x < 0.0)
hsl.x += 1.0; // Hue
else if (hsl.x > 1.0)
hsl.x -= 1.0; // Hue
}
return hsl;
}
lowp float HueToRGB(lowp float f1, lowp float f2, lowp float hue)
{
if (hue < 0.0)
hue += 1.0;
else if (hue > 1.0)
hue -= 1.0;
lowp float res;
if ((6.0 * hue) < 1.0)
res = f1 + (f2 - f1) * 6.0 * hue;
else if ((2.0 * hue) < 1.0)
res = f2;
else if ((3.0 * hue) < 2.0)
res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
else
res = f1;
return res;
}
lowp vec3 HSLToRGB(lowp vec3 hsl)
{
lowp vec3 rgb;
if (hsl.y == 0.0)
rgb = vec3(hsl.z); // Luminance
else
{
lowp float f2;
if (hsl.z < 0.5)
f2 = hsl.z * (1.0 + hsl.y);
else
f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
lowp float f1 = 2.0 * hsl.z - f2;
rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
rgb.g = HueToRGB(f1, f2, hsl.x);
rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
}
return rgb;
}
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
// Old way:
// lowp vec3 newColor = (textureColor.rgb - 0.5) * 2.0;
// newColor.r = 2.0/3.0 * (1.0 - (newColor.r * newColor.r));
// newColor.g = 2.0/3.0 * (1.0 - (newColor.g * newColor.g));
// newColor.b = 2.0/3.0 * (1.0 - (newColor.b * newColor.b));
//
// newColor.r = clamp(textureColor.r + redShift * newColor.r, 0.0, 1.0);
// newColor.g = clamp(textureColor.g + greenShift * newColor.g, 0.0, 1.0);
// newColor.b = clamp(textureColor.b + blueShift * newColor.b, 0.0, 1.0);
//
// // preserve luminosity
// lowp vec3 newHSL = RGBToHSL(newColor);
// lowp float oldLum = RGBToL(textureColor.rgb);
// textureColor.rgb = HSLToRGB(vec3(newHSL.x, newHSL.y, oldLum));
//
// gl_FragColor = textureColor;
// New way:
lowp float lightness = RGBToL(textureColor.rgb);
lowp vec3 shift = vec3(redShift, greenShift, blueShift);
const lowp float a = 0.25;
const lowp float b = 0.333;
const lowp float scale = 0.7;
lowp vec3 midtones = (clamp((lightness - b) / a + 0.5, 0.0, 1.0) * clamp ((lightness + b - 1.0) / -a + 0.5, 0.0, 1.0) * scale) * shift;
lowp vec3 newColor = textureColor.rgb + midtones;
newColor = clamp(newColor, 0.0, 1.0);
// preserve luminosity
lowp vec3 newHSL = RGBToHSL(newColor);
lowp float oldLum = RGBToL(textureColor.rgb);
textureColor.rgb = HSLToRGB(vec3(newHSL.x, newHSL.y, oldLum));
gl_FragColor = textureColor;
}
);
@mufumbo
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mufumbo commented Oct 3, 2018

This works great, did you get from the actual GIMP source code? Or you were trying to replicate the functionality?

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