├── README.md
├── DotGPUBeautyFilterDemo
├── DotGPUBeautyFilterDemo.xcodeproj
│ ├── project.xcworkspace
│ │ └── contents.xcworkspacedata
│ └── project.pbxproj
└── DotGPUBeautyFilterDemo
│ ├── ViewController.h
│ ├── AppDelegate.h
│ ├── main.m
│ ├── Sources
│ ├── DotGPUImageBeautyFilter.h
│ └── DotGPUImageBeautyFilter.m
│ ├── Assets.xcassets
│ └── AppIcon.appiconset
│ │ └── Contents.json
│ ├── Info.plist
│ ├── Base.lproj
│ ├── Main.storyboard
│ └── LaunchScreen.storyboard
│ ├── ViewController.m
│ └── AppDelegate.m
├── DotGPUBeautyFilterDemo.xcworkspace
└── contents.xcworkspacedata
├── Sources
├── DotGPUImageBeautyFilter.h
└── DotGPUImageBeautyFilter.m
├── Podfile
├── .gitignore
└── DotGPUBeautyFilter.podspec
/README.md:
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1 | # DotGPUBeautyFilter
2 | face beauty filter for GUPImage
3 |
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo.xcodeproj/project.xcworkspace/contents.xcworkspacedata:
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/ViewController.h:
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1 | //
2 | // ViewController.h
3 | // DotGPUBeautyFilterDemo
4 | //
5 | // Created by xiang on 09/01/2017.
6 | // Copyright © 2017 dotEngine. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface ViewController : UIViewController
12 |
13 |
14 | @end
15 |
16 |
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/DotGPUBeautyFilterDemo.xcworkspace/contents.xcworkspacedata:
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/AppDelegate.h:
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1 | //
2 | // AppDelegate.h
3 | // DotGPUBeautyFilterDemo
4 | //
5 | // Created by xiang on 09/01/2017.
6 | // Copyright © 2017 dotEngine. All rights reserved.
7 | //
8 |
9 | #import
10 |
11 | @interface AppDelegate : UIResponder
12 |
13 | @property (strong, nonatomic) UIWindow *window;
14 |
15 |
16 | @end
17 |
18 |
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/Sources/DotGPUImageBeautyFilter.h:
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1 | #if __has_include()
2 | #import
3 | #else
4 | #import "GPUImage.h"
5 | #endif
6 |
7 | @interface DotGPUImageBeautyFilter : GPUImageFilter {
8 | }
9 |
10 | @property (nonatomic, assign) CGFloat beautyLevel;
11 | @property (nonatomic, assign) CGFloat brightLevel;
12 | @property (nonatomic, assign) CGFloat toneLevel;
13 | @end
14 |
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/Podfile:
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1 | project 'DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo.xcodeproj'
2 |
3 | # Uncomment the next line to define a global platform for your project
4 | # platform :ios, '9.0'
5 |
6 | target 'DotGPUBeautyFilterDemo' do
7 | # Uncomment the next line if you're using Swift or would like to use dynamic frameworks
8 | # use_frameworks!
9 |
10 | # Pods for DotGPUBeautyFilterDemo
11 | #
12 | pod 'GPUImage'
13 | end
14 |
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/main.m:
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1 | //
2 | // main.m
3 | // DotGPUBeautyFilterDemo
4 | //
5 | // Created by xiang on 09/01/2017.
6 | // Copyright © 2017 dotEngine. All rights reserved.
7 | //
8 |
9 | #import
10 | #import "AppDelegate.h"
11 |
12 | int main(int argc, char * argv[]) {
13 | @autoreleasepool {
14 | return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
15 | }
16 | }
17 |
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/Sources/DotGPUImageBeautyFilter.h:
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1 | #if __has_include()
2 | #import
3 | #else
4 | #import "GPUImage.h"
5 | #endif
6 |
7 | @interface DotGPUImageBeautyFilter : GPUImageFilter {
8 | }
9 |
10 | @property (nonatomic, assign) CGFloat beautyLevel;
11 | @property (nonatomic, assign) CGFloat brightLevel;
12 | @property (nonatomic, assign) CGFloat toneLevel;
13 | @end
14 |
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/Assets.xcassets/AppIcon.appiconset/Contents.json:
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1 | {
2 | "images" : [
3 | {
4 | "idiom" : "iphone",
5 | "size" : "29x29",
6 | "scale" : "2x"
7 | },
8 | {
9 | "idiom" : "iphone",
10 | "size" : "29x29",
11 | "scale" : "3x"
12 | },
13 | {
14 | "idiom" : "iphone",
15 | "size" : "40x40",
16 | "scale" : "2x"
17 | },
18 | {
19 | "idiom" : "iphone",
20 | "size" : "40x40",
21 | "scale" : "3x"
22 | },
23 | {
24 | "idiom" : "iphone",
25 | "size" : "60x60",
26 | "scale" : "2x"
27 | },
28 | {
29 | "idiom" : "iphone",
30 | "size" : "60x60",
31 | "scale" : "3x"
32 | }
33 | ],
34 | "info" : {
35 | "version" : 1,
36 | "author" : "xcode"
37 | }
38 | }
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/Info.plist:
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1 |
2 |
3 |
4 |
5 | NSCameraUsageDescription
6 | get camera
7 | CFBundleDevelopmentRegion
8 | en
9 | CFBundleExecutable
10 | $(EXECUTABLE_NAME)
11 | CFBundleIdentifier
12 | $(PRODUCT_BUNDLE_IDENTIFIER)
13 | CFBundleInfoDictionaryVersion
14 | 6.0
15 | CFBundleName
16 | $(PRODUCT_NAME)
17 | CFBundlePackageType
18 | APPL
19 | CFBundleShortVersionString
20 | 1.0
21 | CFBundleVersion
22 | 1
23 | LSRequiresIPhoneOS
24 |
25 | UILaunchStoryboardName
26 | LaunchScreen
27 | UIMainStoryboardFile
28 | Main
29 | UIRequiredDeviceCapabilities
30 |
31 | armv7
32 |
33 | UISupportedInterfaceOrientations
34 |
35 | UIInterfaceOrientationPortrait
36 | UIInterfaceOrientationLandscapeLeft
37 | UIInterfaceOrientationLandscapeRight
38 |
39 |
40 |
41 |
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/.gitignore:
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1 | # Xcode
2 | #
3 | # gitignore contributors: remember to update Global/Xcode.gitignore, Objective-C.gitignore & Swift.gitignore
4 |
5 | ## Build generated
6 | build/
7 | DerivedData/
8 |
9 | ## Various settings
10 | *.pbxuser
11 | !default.pbxuser
12 | *.mode1v3
13 | !default.mode1v3
14 | *.mode2v3
15 | !default.mode2v3
16 | *.perspectivev3
17 | !default.perspectivev3
18 | xcuserdata/
19 |
20 | ## Other
21 | *.moved-aside
22 | *.xcuserstate
23 |
24 | ## Obj-C/Swift specific
25 | *.hmap
26 | *.ipa
27 | *.dSYM.zip
28 | *.dSYM
29 |
30 |
31 |
32 | .DS_Store
33 |
34 | *.lock
35 |
36 | # CocoaPods
37 | #
38 | # We recommend against adding the Pods directory to your .gitignore. However
39 | # you should judge for yourself, the pros and cons are mentioned at:
40 | # https://guides.cocoapods.org/using/using-cocoapods.html#should-i-check-the-pods-directory-into-source-control
41 | #
42 | Pods/
43 |
44 | # Carthage
45 | #
46 | # Add this line if you want to avoid checking in source code from Carthage dependencies.
47 | # Carthage/Checkouts
48 |
49 | Carthage/Build
50 |
51 | # fastlane
52 | #
53 | # It is recommended to not store the screenshots in the git repo. Instead, use fastlane to re-generate the
54 | # screenshots whenever they are needed.
55 | # For more information about the recommended setup visit:
56 | # https://github.com/fastlane/fastlane/blob/master/fastlane/docs/Gitignore.md
57 |
58 | fastlane/report.xml
59 | fastlane/screenshots
60 |
61 | #Code Injection
62 | #
63 | # After new code Injection tools there's a generated folder /iOSInjectionProject
64 | # https://github.com/johnno1962/injectionforxcode
65 |
66 | iOSInjectionProject/
67 |
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/Base.lproj/Main.storyboard:
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/Base.lproj/LaunchScreen.storyboard:
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/ViewController.m:
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1 | //
2 | // ViewController.m
3 | // DotGPUBeautyFilterDemo
4 | //
5 | // Created by xiang on 09/01/2017.
6 | // Copyright © 2017 dotEngine. All rights reserved.
7 | //
8 |
9 | #import "ViewController.h"
10 |
11 | #import
12 |
13 | #import "DotGPUImageBeautyFilter.h"
14 |
15 | @interface ViewController ()
16 | {
17 |
18 | GPUImageView *cameraView;
19 | GPUImageVideoCamera *videoCamera;
20 | }
21 |
22 | @end
23 |
24 | @implementation ViewController
25 |
26 | - (void)viewDidLoad {
27 | [super viewDidLoad];
28 | // Do any additional setup after loading the view, typically from a nib.
29 |
30 | videoCamera = [[GPUImageVideoCamera alloc] initWithSessionPreset:AVCaptureSessionPreset640x480 cameraPosition:AVCaptureDevicePositionFront];
31 | videoCamera.outputImageOrientation = UIInterfaceOrientationPortrait;
32 |
33 | videoCamera.horizontallyMirrorFrontFacingCamera = YES;
34 |
35 | cameraView = [[GPUImageView alloc] initWithFrame:CGRectMake(0, 0, 360, 360)];
36 |
37 | DotGPUImageBeautyFilter *filter = [[DotGPUImageBeautyFilter alloc] init];
38 |
39 | filter.beautyLevel = 1.0;
40 |
41 | filter.toneLevel = 0.8;
42 |
43 |
44 | GPUImageCropFilter *cropfilter = [[GPUImageCropFilter alloc] initWithCropRegion:CGRectMake(0, 0, 1, 0.75)];
45 |
46 | //[filter forceProcessingAtSize:cameraView.sizeInPixels];
47 |
48 |
49 | [videoCamera addTarget:filter];
50 |
51 | [filter addTarget:cropfilter];
52 |
53 | [cropfilter addTarget:cameraView];
54 |
55 | [self.view addSubview:cameraView];
56 |
57 |
58 | [videoCamera startCameraCapture];
59 |
60 | }
61 |
62 |
63 | - (void)didReceiveMemoryWarning {
64 | [super didReceiveMemoryWarning];
65 | // Dispose of any resources that can be recreated.
66 | }
67 |
68 |
69 | @end
70 |
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/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/AppDelegate.m:
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1 | //
2 | // AppDelegate.m
3 | // DotGPUBeautyFilterDemo
4 | //
5 | // Created by xiang on 09/01/2017.
6 | // Copyright © 2017 dotEngine. All rights reserved.
7 | //
8 |
9 | #import "AppDelegate.h"
10 |
11 | @interface AppDelegate ()
12 |
13 | @end
14 |
15 | @implementation AppDelegate
16 |
17 |
18 | - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
19 | // Override point for customization after application launch.
20 | return YES;
21 | }
22 |
23 |
24 | - (void)applicationWillResignActive:(UIApplication *)application {
25 | // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
26 | // Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
27 | }
28 |
29 |
30 | - (void)applicationDidEnterBackground:(UIApplication *)application {
31 | // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
32 | // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
33 | }
34 |
35 |
36 | - (void)applicationWillEnterForeground:(UIApplication *)application {
37 | // Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
38 | }
39 |
40 |
41 | - (void)applicationDidBecomeActive:(UIApplication *)application {
42 | // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
43 | }
44 |
45 |
46 | - (void)applicationWillTerminate:(UIApplication *)application {
47 | // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
48 | }
49 |
50 |
51 | @end
52 |
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/DotGPUBeautyFilter.podspec:
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1 | #
2 | # Be sure to run `pod spec lint DotGPUBeautyFilter.podspec' to ensure this is a
3 | # valid spec and to remove all comments including this before submitting the spec.
4 | #
5 | # To learn more about Podspec attributes see http://docs.cocoapods.org/specification.html
6 | # To see working Podspecs in the CocoaPods repo see https://github.com/CocoaPods/Specs/
7 | #
8 |
9 | Pod::Spec.new do |s|
10 |
11 | # ――― Spec Metadata ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
12 | #
13 | # These will help people to find your library, and whilst it
14 | # can feel like a chore to fill in it's definitely to your advantage. The
15 | # summary should be tweet-length, and the description more in depth.
16 | #
17 |
18 | s.name = "DotGPUBeautyFilter"
19 | s.version = "0.0.1"
20 | s.summary = "DotGPUBeautyFilter GPUImage based filter"
21 |
22 | # This description is used to generate tags and improve search results.
23 | # * Think: What does it do? Why did you write it? What is the focus?
24 | # * Try to keep it short, snappy and to the point.
25 | # * Write the description between the DESC delimiters below.
26 | # * Finally, don't worry about the indent, CocoaPods strips it!
27 | s.description = <<-DESC
28 | DotGPUBeautyFilter GPUImage based filter
29 | DESC
30 |
31 | s.homepage = "https://github.com/dotEngine/DotGPUBeautyFilter"
32 | # s.screenshots = "www.example.com/screenshots_1.gif", "www.example.com/screenshots_2.gif"
33 |
34 |
35 | # ――― Spec License ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
36 | #
37 | # Licensing your code is important. See http://choosealicense.com for more info.
38 | # CocoaPods will detect a license file if there is a named LICENSE*
39 | # Popular ones are 'MIT', 'BSD' and 'Apache License, Version 2.0'.
40 | #
41 |
42 | #s.license = "MIT (example)"
43 | s.license = { :type => "MIT" }
44 |
45 |
46 | # ――― Author Metadata ――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
47 | #
48 | # Specify the authors of the library, with email addresses. Email addresses
49 | # of the authors are extracted from the SCM log. E.g. $ git log. CocoaPods also
50 | # accepts just a name if you'd rather not provide an email address.
51 | #
52 | # Specify a social_media_url where others can refer to, for example a twitter
53 | # profile URL.
54 | #
55 |
56 | s.author = { "notedit" => "notedit@gmail.com" }
57 | # Or just: s.author = "notedit"
58 | # s.authors = { "notedit" => "notedit@gmail.com" }
59 | # s.social_media_url = "http://twitter.com/notedit"
60 |
61 | # ――― Platform Specifics ――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
62 | #
63 | # If this Pod runs only on iOS or OS X, then specify the platform and
64 | # the deployment target. You can optionally include the target after the platform.
65 | #
66 |
67 | # s.platform = :ios
68 | # s.platform = :ios, "5.0"
69 |
70 | # When using multiple platforms
71 | # s.ios.deployment_target = "5.0"
72 | # s.osx.deployment_target = "10.7"
73 | # s.watchos.deployment_target = "2.0"
74 | # s.tvos.deployment_target = "9.0"
75 |
76 |
77 | # ――― Source Location ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
78 | #
79 | # Specify the location from where the source should be retrieved.
80 | # Supports git, hg, bzr, svn and HTTP.
81 | #
82 |
83 | s.source = { :git => "https://github.com/dotEngine/DotGPUBeautyFilter.git", :tag => "#{s.version}" }
84 |
85 |
86 | # ――― Source Code ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
87 | #
88 | # CocoaPods is smart about how it includes source code. For source files
89 | # giving a folder will include any swift, h, m, mm, c & cpp files.
90 | # For header files it will include any header in the folder.
91 | # Not including the public_header_files will make all headers public.
92 | #
93 |
94 | s.source_files = "Sources", "Sources/*.{h,m}"
95 |
96 | # s.public_header_files = "Classes/**/*.h"
97 |
98 |
99 | # ――― Resources ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
100 | #
101 | # A list of resources included with the Pod. These are copied into the
102 | # target bundle with a build phase script. Anything else will be cleaned.
103 | # You can preserve files from being cleaned, please don't preserve
104 | # non-essential files like tests, examples and documentation.
105 | #
106 |
107 | # s.resource = "icon.png"
108 | # s.resources = "Resources/*.png"
109 |
110 | # s.preserve_paths = "FilesToSave", "MoreFilesToSave"
111 |
112 |
113 | # ――― Project Linking ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
114 | #
115 | # Link your library with frameworks, or libraries. Libraries do not include
116 | # the lib prefix of their name.
117 | #
118 |
119 | # s.framework = "SomeFramework"
120 | # s.frameworks = "SomeFramework", "AnotherFramework"
121 |
122 | # s.library = "iconv"
123 | # s.libraries = "iconv", "xml2"
124 |
125 |
126 | # ――― Project Settings ――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
127 | #
128 | # If your library depends on compiler flags you can set them in the xcconfig hash
129 | # where they will only apply to your library. If you depend on other Podspecs
130 | # you can include multiple dependencies to ensure it works.
131 |
132 | # s.requires_arc = true
133 |
134 | # s.xcconfig = { "HEADER_SEARCH_PATHS" => "$(SDKROOT)/usr/include/libxml2" }
135 | # s.dependency "JSONKit", "~> 1.4"
136 |
137 | end
138 |
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/Sources/DotGPUImageBeautyFilter.m:
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1 | #import "DotGPUImageBeautyFilter.h"
2 |
3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
4 | NSString *const kDOTGPUImageBeautyFragmentShaderString = SHADER_STRING
5 | (
6 | varying highp vec2 textureCoordinate;
7 |
8 | uniform sampler2D inputImageTexture;
9 |
10 | uniform highp vec2 singleStepOffset;
11 | uniform highp vec4 params;
12 | uniform highp float brightness;
13 |
14 | const highp vec3 W = vec3(0.299, 0.587, 0.114);
15 | const highp mat3 saturateMatrix = mat3(
16 | 1.1102, -0.0598, -0.061,
17 | -0.0774, 1.0826, -0.1186,
18 | -0.0228, -0.0228, 1.1772);
19 | highp vec2 blurCoordinates[24];
20 |
21 | highp float hardLight(highp float color) {
22 | if (color <= 0.5)
23 | color = color * color * 2.0;
24 | else
25 | color = 1.0 - ((1.0 - color)*(1.0 - color) * 2.0);
26 | return color;
27 | }
28 |
29 | void main(){
30 | highp vec3 centralColor = texture2D(inputImageTexture, textureCoordinate).rgb;
31 | blurCoordinates[0] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -10.0);
32 | blurCoordinates[1] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 10.0);
33 | blurCoordinates[2] = textureCoordinate.xy + singleStepOffset * vec2(-10.0, 0.0);
34 | blurCoordinates[3] = textureCoordinate.xy + singleStepOffset * vec2(10.0, 0.0);
35 | blurCoordinates[4] = textureCoordinate.xy + singleStepOffset * vec2(5.0, -8.0);
36 | blurCoordinates[5] = textureCoordinate.xy + singleStepOffset * vec2(5.0, 8.0);
37 | blurCoordinates[6] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, 8.0);
38 | blurCoordinates[7] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, -8.0);
39 | blurCoordinates[8] = textureCoordinate.xy + singleStepOffset * vec2(8.0, -5.0);
40 | blurCoordinates[9] = textureCoordinate.xy + singleStepOffset * vec2(8.0, 5.0);
41 | blurCoordinates[10] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, 5.0);
42 | blurCoordinates[11] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, -5.0);
43 | blurCoordinates[12] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -6.0);
44 | blurCoordinates[13] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 6.0);
45 | blurCoordinates[14] = textureCoordinate.xy + singleStepOffset * vec2(6.0, 0.0);
46 | blurCoordinates[15] = textureCoordinate.xy + singleStepOffset * vec2(-6.0, 0.0);
47 | blurCoordinates[16] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, -4.0);
48 | blurCoordinates[17] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, 4.0);
49 | blurCoordinates[18] = textureCoordinate.xy + singleStepOffset * vec2(4.0, -4.0);
50 | blurCoordinates[19] = textureCoordinate.xy + singleStepOffset * vec2(4.0, 4.0);
51 | blurCoordinates[20] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, -2.0);
52 | blurCoordinates[21] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, 2.0);
53 | blurCoordinates[22] = textureCoordinate.xy + singleStepOffset * vec2(2.0, -2.0);
54 | blurCoordinates[23] = textureCoordinate.xy + singleStepOffset * vec2(2.0, 2.0);
55 |
56 | highp float sampleColor = centralColor.g * 22.0;
57 | sampleColor += texture2D(inputImageTexture, blurCoordinates[0]).g;
58 | sampleColor += texture2D(inputImageTexture, blurCoordinates[1]).g;
59 | sampleColor += texture2D(inputImageTexture, blurCoordinates[2]).g;
60 | sampleColor += texture2D(inputImageTexture, blurCoordinates[3]).g;
61 | sampleColor += texture2D(inputImageTexture, blurCoordinates[4]).g;
62 | sampleColor += texture2D(inputImageTexture, blurCoordinates[5]).g;
63 | sampleColor += texture2D(inputImageTexture, blurCoordinates[6]).g;
64 | sampleColor += texture2D(inputImageTexture, blurCoordinates[7]).g;
65 | sampleColor += texture2D(inputImageTexture, blurCoordinates[8]).g;
66 | sampleColor += texture2D(inputImageTexture, blurCoordinates[9]).g;
67 | sampleColor += texture2D(inputImageTexture, blurCoordinates[10]).g;
68 | sampleColor += texture2D(inputImageTexture, blurCoordinates[11]).g;
69 | sampleColor += texture2D(inputImageTexture, blurCoordinates[12]).g * 2.0;
70 | sampleColor += texture2D(inputImageTexture, blurCoordinates[13]).g * 2.0;
71 | sampleColor += texture2D(inputImageTexture, blurCoordinates[14]).g * 2.0;
72 | sampleColor += texture2D(inputImageTexture, blurCoordinates[15]).g * 2.0;
73 | sampleColor += texture2D(inputImageTexture, blurCoordinates[16]).g * 2.0;
74 | sampleColor += texture2D(inputImageTexture, blurCoordinates[17]).g * 2.0;
75 | sampleColor += texture2D(inputImageTexture, blurCoordinates[18]).g * 2.0;
76 | sampleColor += texture2D(inputImageTexture, blurCoordinates[19]).g * 2.0;
77 | sampleColor += texture2D(inputImageTexture, blurCoordinates[20]).g * 3.0;
78 | sampleColor += texture2D(inputImageTexture, blurCoordinates[21]).g * 3.0;
79 | sampleColor += texture2D(inputImageTexture, blurCoordinates[22]).g * 3.0;
80 | sampleColor += texture2D(inputImageTexture, blurCoordinates[23]).g * 3.0;
81 |
82 | sampleColor = sampleColor / 62.0;
83 |
84 | highp float highPass = centralColor.g - sampleColor + 0.5;
85 |
86 | for (int i = 0; i < 5; i++) {
87 | highPass = hardLight(highPass);
88 | }
89 | highp float lumance = dot(centralColor, W);
90 |
91 | highp float alpha = pow(lumance, params.r);
92 |
93 | highp vec3 smoothColor = centralColor + (centralColor-vec3(highPass))*alpha*0.1;
94 |
95 | smoothColor.r = clamp(pow(smoothColor.r, params.g), 0.0, 1.0);
96 | smoothColor.g = clamp(pow(smoothColor.g, params.g), 0.0, 1.0);
97 | smoothColor.b = clamp(pow(smoothColor.b, params.g), 0.0, 1.0);
98 |
99 | highp vec3 lvse = vec3(1.0)-(vec3(1.0)-smoothColor)*(vec3(1.0)-centralColor);
100 | highp vec3 bianliang = max(smoothColor, centralColor);
101 | highp vec3 rouguang = 2.0*centralColor*smoothColor + centralColor*centralColor - 2.0*centralColor*centralColor*smoothColor;
102 |
103 | gl_FragColor = vec4(mix(centralColor, lvse, alpha), 1.0);
104 | gl_FragColor.rgb = mix(gl_FragColor.rgb, bianliang, alpha);
105 | gl_FragColor.rgb = mix(gl_FragColor.rgb, rouguang, params.b);
106 |
107 | highp vec3 satcolor = gl_FragColor.rgb * saturateMatrix;
108 | gl_FragColor.rgb = mix(gl_FragColor.rgb, satcolor, params.a);
109 | gl_FragColor.rgb = vec3(gl_FragColor.rgb + vec3(brightness));
110 | }
111 |
112 | );
113 | #else
114 | NSString *const kDOTGPUImageBeautyFragmentShaderString = SHADER_STRING
115 | (
116 | varying vec2 textureCoordinate;
117 |
118 | uniform sampler2D inputImageTexture;
119 |
120 | uniform mediump vec2 singleStepOffset;
121 | uniform mediump vec4 params;
122 | uniform mediump float brightness;
123 | const mediump mat3 saturateMatrix = mat3(
124 | 1.1102, -0.0598, -0.061,
125 | -0.0774, 1.0826, -0.1186,
126 | -0.0228, -0.0228, 1.1772);
127 | const mediump vec3 W = vec3(0.299, 0.587, 0.114);
128 | mediump vec2 blurCoordinates[24];
129 |
130 | mediump float hardLight(mediump float color){
131 | if (color <= 0.5)
132 | color = color * color * 2.0;
133 | else
134 | color = 1.0 - ((1.0 - color)*(1.0 - color) * 2.0);
135 | return color;
136 | }
137 |
138 | void main(){
139 | mediump vec3 centralColor = texture2D(inputImageTexture, textureCoordinate).rgb;
140 | blurCoordinates[0] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -10.0);
141 | blurCoordinates[1] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 10.0);
142 | blurCoordinates[2] = textureCoordinate.xy + singleStepOffset * vec2(-10.0, 0.0);
143 | blurCoordinates[3] = textureCoordinate.xy + singleStepOffset * vec2(10.0, 0.0);
144 | blurCoordinates[4] = textureCoordinate.xy + singleStepOffset * vec2(5.0, -8.0);
145 | blurCoordinates[5] = textureCoordinate.xy + singleStepOffset * vec2(5.0, 8.0);
146 | blurCoordinates[6] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, 8.0);
147 | blurCoordinates[7] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, -8.0);
148 | blurCoordinates[8] = textureCoordinate.xy + singleStepOffset * vec2(8.0, -5.0);
149 | blurCoordinates[9] = textureCoordinate.xy + singleStepOffset * vec2(8.0, 5.0);
150 | blurCoordinates[10] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, 5.0);
151 | blurCoordinates[11] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, -5.0);
152 | blurCoordinates[12] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -6.0);
153 | blurCoordinates[13] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 6.0);
154 | blurCoordinates[14] = textureCoordinate.xy + singleStepOffset * vec2(6.0, 0.0);
155 | blurCoordinates[15] = textureCoordinate.xy + singleStepOffset * vec2(-6.0, 0.0);
156 | blurCoordinates[16] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, -4.0);
157 | blurCoordinates[17] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, 4.0);
158 | blurCoordinates[18] = textureCoordinate.xy + singleStepOffset * vec2(4.0, -4.0);
159 | blurCoordinates[19] = textureCoordinate.xy + singleStepOffset * vec2(4.0, 4.0);
160 | blurCoordinates[20] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, -2.0);
161 | blurCoordinates[21] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, 2.0);
162 | blurCoordinates[22] = textureCoordinate.xy + singleStepOffset * vec2(2.0, -2.0);
163 | blurCoordinates[23] = textureCoordinate.xy + singleStepOffset * vec2(2.0, 2.0);
164 |
165 | mediump float sampleColor = centralColor.g * 22.0;
166 | sampleColor += texture2D(inputImageTexture, blurCoordinates[0]).g;
167 | sampleColor += texture2D(inputImageTexture, blurCoordinates[1]).g;
168 | sampleColor += texture2D(inputImageTexture, blurCoordinates[2]).g;
169 | sampleColor += texture2D(inputImageTexture, blurCoordinates[3]).g;
170 | sampleColor += texture2D(inputImageTexture, blurCoordinates[4]).g;
171 | sampleColor += texture2D(inputImageTexture, blurCoordinates[5]).g;
172 | sampleColor += texture2D(inputImageTexture, blurCoordinates[6]).g;
173 | sampleColor += texture2D(inputImageTexture, blurCoordinates[7]).g;
174 | sampleColor += texture2D(inputImageTexture, blurCoordinates[8]).g;
175 | sampleColor += texture2D(inputImageTexture, blurCoordinates[9]).g;
176 | sampleColor += texture2D(inputImageTexture, blurCoordinates[10]).g;
177 | sampleColor += texture2D(inputImageTexture, blurCoordinates[11]).g;
178 | sampleColor += texture2D(inputImageTexture, blurCoordinates[12]).g * 2.0;
179 | sampleColor += texture2D(inputImageTexture, blurCoordinates[13]).g * 2.0;
180 | sampleColor += texture2D(inputImageTexture, blurCoordinates[14]).g * 2.0;
181 | sampleColor += texture2D(inputImageTexture, blurCoordinates[15]).g * 2.0;
182 | sampleColor += texture2D(inputImageTexture, blurCoordinates[16]).g * 2.0;
183 | sampleColor += texture2D(inputImageTexture, blurCoordinates[17]).g * 2.0;
184 | sampleColor += texture2D(inputImageTexture, blurCoordinates[18]).g * 2.0;
185 | sampleColor += texture2D(inputImageTexture, blurCoordinates[19]).g * 2.0;
186 | sampleColor += texture2D(inputImageTexture, blurCoordinates[20]).g * 3.0;
187 | sampleColor += texture2D(inputImageTexture, blurCoordinates[21]).g * 3.0;
188 | sampleColor += texture2D(inputImageTexture, blurCoordinates[22]).g * 3.0;
189 | sampleColor += texture2D(inputImageTexture, blurCoordinates[23]).g * 3.0;
190 |
191 | sampleColor = sampleColor / 62.0;
192 |
193 | mediump float highPass = centralColor.g - sampleColor + 0.5;
194 |
195 | for (int i = 0; i < 5; i++) {
196 | highPass = hardLight(highPass);
197 | }
198 | mediump float luminance = dot(centralColor, W);
199 |
200 | mediump float alpha = pow(luminance, params);
201 |
202 | mediump vec3 smoothColor = centralColor + (centralColor-vec3(highPass))*alpha*0.1;
203 |
204 | smoothColor.r = clamp(pow(smoothColor.r, params.g), 0.0, 1.0);
205 | smoothColor.g = clamp(pow(smoothColor.g, params.g), 0.0, 1.0);
206 | smoothColor.b = clamp(pow(smoothColor.b, params.g), 0.0, 1.0);
207 |
208 | mediump vec3 lvse = vec3(1.0)-(vec3(1.0)-smoothColor)*(vec3(1.0)-centralColor);
209 | mediump vec3 bianliang = max(smoothColor, centralColor);
210 | mediump vec3 rouguang = 2.0*centralColor*smoothColor + centralColor*centralColor - 2.0*centralColor*centralColor*smoothColor;
211 |
212 | gl_FragColor = vec4(mix(centralColor, lvse, alpha), 1.0);
213 | gl_FragColor.rgb = mix(gl_FragColor.rgb, bianliang, alpha);
214 | gl_FragColor.rgb = mix(gl_FragColor.rgb, rouguang, params.b);
215 |
216 | mediump vec3 satcolor = gl_FragColor.rgb * saturateMatrix;
217 | gl_FragColor.rgb = mix(gl_FragColor.rgb, satcolor, params.a);
218 | gl_FragColor.rgb = vec3(gl_FragColor.rgb + vec3(brightness));
219 | }
220 |
221 | );
222 | #endif
223 |
224 | @implementation DotGPUImageBeautyFilter
225 |
226 | - (id)init;
227 | {
228 | if (!(self = [super initWithFragmentShaderFromString:kDOTGPUImageBeautyFragmentShaderString])) {
229 | return nil;
230 | }
231 |
232 | _toneLevel = 0.5;
233 | _beautyLevel = 0.5;
234 | _brightLevel = 0.5;
235 | [self setParams:_beautyLevel tone:_toneLevel];
236 | [self setBrightLevel:_brightLevel];
237 | return self;
238 | }
239 |
240 | - (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex {
241 | [super setInputSize:newSize atIndex:textureIndex];
242 | inputTextureSize = newSize;
243 |
244 | CGPoint offset = CGPointMake(2.0f / inputTextureSize.width, 2.0 / inputTextureSize.height);
245 | [self setPoint:offset forUniformName:@"singleStepOffset"];
246 | }
247 |
248 | - (void)setBeautyLevel:(CGFloat)beautyLevel {
249 | _beautyLevel = beautyLevel;
250 | [self setParams:_beautyLevel tone:_toneLevel];
251 | }
252 |
253 | - (void)setBrightLevel:(CGFloat)brightLevel {
254 | _brightLevel = brightLevel;
255 | [self setFloat:0.6 * (-0.5 + brightLevel) forUniformName:@"brightness"];
256 | }
257 |
258 | - (void)setParams:(CGFloat)beauty tone:(CGFloat)tone {
259 | GPUVector4 fBeautyParam;
260 | fBeautyParam.one = 1.0 - 0.6 * beauty;
261 | fBeautyParam.two = 1.0 - 0.3 * beauty;
262 | fBeautyParam.three = 0.1 + 0.3 * tone;
263 | fBeautyParam.four = 0.1 + 0.3 * tone;
264 | [self setFloatVec4:fBeautyParam forUniform:@"params"];
265 | }
266 |
267 | @end
268 |
269 |
--------------------------------------------------------------------------------
/DotGPUBeautyFilterDemo/DotGPUBeautyFilterDemo/Sources/DotGPUImageBeautyFilter.m:
--------------------------------------------------------------------------------
1 | #import "DotGPUImageBeautyFilter.h"
2 |
3 | #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
4 | NSString *const kDOTGPUImageBeautyFragmentShaderString = SHADER_STRING
5 | (
6 | varying highp vec2 textureCoordinate;
7 |
8 | uniform sampler2D inputImageTexture;
9 |
10 | uniform highp vec2 singleStepOffset;
11 | uniform highp vec4 params;
12 | uniform highp float brightness;
13 |
14 | const highp vec3 W = vec3(0.299, 0.587, 0.114);
15 | const highp mat3 saturateMatrix = mat3(
16 | 1.1102, -0.0598, -0.061,
17 | -0.0774, 1.0826, -0.1186,
18 | -0.0228, -0.0228, 1.1772);
19 | highp vec2 blurCoordinates[24];
20 |
21 | highp float hardLight(highp float color) {
22 | if (color <= 0.5)
23 | color = color * color * 2.0;
24 | else
25 | color = 1.0 - ((1.0 - color)*(1.0 - color) * 2.0);
26 | return color;
27 | }
28 |
29 | void main(){
30 | highp vec3 centralColor = texture2D(inputImageTexture, textureCoordinate).rgb;
31 | blurCoordinates[0] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -10.0);
32 | blurCoordinates[1] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 10.0);
33 | blurCoordinates[2] = textureCoordinate.xy + singleStepOffset * vec2(-10.0, 0.0);
34 | blurCoordinates[3] = textureCoordinate.xy + singleStepOffset * vec2(10.0, 0.0);
35 | blurCoordinates[4] = textureCoordinate.xy + singleStepOffset * vec2(5.0, -8.0);
36 | blurCoordinates[5] = textureCoordinate.xy + singleStepOffset * vec2(5.0, 8.0);
37 | blurCoordinates[6] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, 8.0);
38 | blurCoordinates[7] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, -8.0);
39 | blurCoordinates[8] = textureCoordinate.xy + singleStepOffset * vec2(8.0, -5.0);
40 | blurCoordinates[9] = textureCoordinate.xy + singleStepOffset * vec2(8.0, 5.0);
41 | blurCoordinates[10] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, 5.0);
42 | blurCoordinates[11] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, -5.0);
43 | blurCoordinates[12] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -6.0);
44 | blurCoordinates[13] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 6.0);
45 | blurCoordinates[14] = textureCoordinate.xy + singleStepOffset * vec2(6.0, 0.0);
46 | blurCoordinates[15] = textureCoordinate.xy + singleStepOffset * vec2(-6.0, 0.0);
47 | blurCoordinates[16] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, -4.0);
48 | blurCoordinates[17] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, 4.0);
49 | blurCoordinates[18] = textureCoordinate.xy + singleStepOffset * vec2(4.0, -4.0);
50 | blurCoordinates[19] = textureCoordinate.xy + singleStepOffset * vec2(4.0, 4.0);
51 | blurCoordinates[20] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, -2.0);
52 | blurCoordinates[21] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, 2.0);
53 | blurCoordinates[22] = textureCoordinate.xy + singleStepOffset * vec2(2.0, -2.0);
54 | blurCoordinates[23] = textureCoordinate.xy + singleStepOffset * vec2(2.0, 2.0);
55 |
56 | highp float sampleColor = centralColor.g * 22.0;
57 | sampleColor += texture2D(inputImageTexture, blurCoordinates[0]).g;
58 | sampleColor += texture2D(inputImageTexture, blurCoordinates[1]).g;
59 | sampleColor += texture2D(inputImageTexture, blurCoordinates[2]).g;
60 | sampleColor += texture2D(inputImageTexture, blurCoordinates[3]).g;
61 | sampleColor += texture2D(inputImageTexture, blurCoordinates[4]).g;
62 | sampleColor += texture2D(inputImageTexture, blurCoordinates[5]).g;
63 | sampleColor += texture2D(inputImageTexture, blurCoordinates[6]).g;
64 | sampleColor += texture2D(inputImageTexture, blurCoordinates[7]).g;
65 | sampleColor += texture2D(inputImageTexture, blurCoordinates[8]).g;
66 | sampleColor += texture2D(inputImageTexture, blurCoordinates[9]).g;
67 | sampleColor += texture2D(inputImageTexture, blurCoordinates[10]).g;
68 | sampleColor += texture2D(inputImageTexture, blurCoordinates[11]).g;
69 | sampleColor += texture2D(inputImageTexture, blurCoordinates[12]).g * 2.0;
70 | sampleColor += texture2D(inputImageTexture, blurCoordinates[13]).g * 2.0;
71 | sampleColor += texture2D(inputImageTexture, blurCoordinates[14]).g * 2.0;
72 | sampleColor += texture2D(inputImageTexture, blurCoordinates[15]).g * 2.0;
73 | sampleColor += texture2D(inputImageTexture, blurCoordinates[16]).g * 2.0;
74 | sampleColor += texture2D(inputImageTexture, blurCoordinates[17]).g * 2.0;
75 | sampleColor += texture2D(inputImageTexture, blurCoordinates[18]).g * 2.0;
76 | sampleColor += texture2D(inputImageTexture, blurCoordinates[19]).g * 2.0;
77 | sampleColor += texture2D(inputImageTexture, blurCoordinates[20]).g * 3.0;
78 | sampleColor += texture2D(inputImageTexture, blurCoordinates[21]).g * 3.0;
79 | sampleColor += texture2D(inputImageTexture, blurCoordinates[22]).g * 3.0;
80 | sampleColor += texture2D(inputImageTexture, blurCoordinates[23]).g * 3.0;
81 |
82 | sampleColor = sampleColor / 62.0;
83 |
84 | highp float highPass = centralColor.g - sampleColor + 0.5;
85 |
86 | for (int i = 0; i < 5; i++) {
87 | highPass = hardLight(highPass);
88 | }
89 | highp float lumance = dot(centralColor, W);
90 |
91 | highp float alpha = pow(lumance, params.r);
92 |
93 | highp vec3 smoothColor = centralColor + (centralColor-vec3(highPass))*alpha*0.1;
94 |
95 | smoothColor.r = clamp(pow(smoothColor.r, params.g), 0.0, 1.0);
96 | smoothColor.g = clamp(pow(smoothColor.g, params.g), 0.0, 1.0);
97 | smoothColor.b = clamp(pow(smoothColor.b, params.g), 0.0, 1.0);
98 |
99 | highp vec3 lvse = vec3(1.0)-(vec3(1.0)-smoothColor)*(vec3(1.0)-centralColor);
100 | highp vec3 bianliang = max(smoothColor, centralColor);
101 | highp vec3 rouguang = 2.0*centralColor*smoothColor + centralColor*centralColor - 2.0*centralColor*centralColor*smoothColor;
102 |
103 | gl_FragColor = vec4(mix(centralColor, lvse, alpha), 1.0);
104 | gl_FragColor.rgb = mix(gl_FragColor.rgb, bianliang, alpha);
105 | gl_FragColor.rgb = mix(gl_FragColor.rgb, rouguang, params.b);
106 |
107 | highp vec3 satcolor = gl_FragColor.rgb * saturateMatrix;
108 | gl_FragColor.rgb = mix(gl_FragColor.rgb, satcolor, params.a);
109 | gl_FragColor.rgb = vec3(gl_FragColor.rgb + vec3(brightness));
110 | }
111 |
112 | );
113 | #else
114 | NSString *const kDOTGPUImageBeautyFragmentShaderString = SHADER_STRING
115 | (
116 | varying vec2 textureCoordinate;
117 |
118 | uniform sampler2D inputImageTexture;
119 |
120 | uniform mediump vec2 singleStepOffset;
121 | uniform mediump vec4 params;
122 | uniform mediump float brightness;
123 | const mediump mat3 saturateMatrix = mat3(
124 | 1.1102, -0.0598, -0.061,
125 | -0.0774, 1.0826, -0.1186,
126 | -0.0228, -0.0228, 1.1772);
127 | const mediump vec3 W = vec3(0.299, 0.587, 0.114);
128 | mediump vec2 blurCoordinates[24];
129 |
130 | mediump float hardLight(mediump float color){
131 | if (color <= 0.5)
132 | color = color * color * 2.0;
133 | else
134 | color = 1.0 - ((1.0 - color)*(1.0 - color) * 2.0);
135 | return color;
136 | }
137 |
138 | void main(){
139 | mediump vec3 centralColor = texture2D(inputImageTexture, textureCoordinate).rgb;
140 | blurCoordinates[0] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -10.0);
141 | blurCoordinates[1] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 10.0);
142 | blurCoordinates[2] = textureCoordinate.xy + singleStepOffset * vec2(-10.0, 0.0);
143 | blurCoordinates[3] = textureCoordinate.xy + singleStepOffset * vec2(10.0, 0.0);
144 | blurCoordinates[4] = textureCoordinate.xy + singleStepOffset * vec2(5.0, -8.0);
145 | blurCoordinates[5] = textureCoordinate.xy + singleStepOffset * vec2(5.0, 8.0);
146 | blurCoordinates[6] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, 8.0);
147 | blurCoordinates[7] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, -8.0);
148 | blurCoordinates[8] = textureCoordinate.xy + singleStepOffset * vec2(8.0, -5.0);
149 | blurCoordinates[9] = textureCoordinate.xy + singleStepOffset * vec2(8.0, 5.0);
150 | blurCoordinates[10] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, 5.0);
151 | blurCoordinates[11] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, -5.0);
152 | blurCoordinates[12] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -6.0);
153 | blurCoordinates[13] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 6.0);
154 | blurCoordinates[14] = textureCoordinate.xy + singleStepOffset * vec2(6.0, 0.0);
155 | blurCoordinates[15] = textureCoordinate.xy + singleStepOffset * vec2(-6.0, 0.0);
156 | blurCoordinates[16] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, -4.0);
157 | blurCoordinates[17] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, 4.0);
158 | blurCoordinates[18] = textureCoordinate.xy + singleStepOffset * vec2(4.0, -4.0);
159 | blurCoordinates[19] = textureCoordinate.xy + singleStepOffset * vec2(4.0, 4.0);
160 | blurCoordinates[20] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, -2.0);
161 | blurCoordinates[21] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, 2.0);
162 | blurCoordinates[22] = textureCoordinate.xy + singleStepOffset * vec2(2.0, -2.0);
163 | blurCoordinates[23] = textureCoordinate.xy + singleStepOffset * vec2(2.0, 2.0);
164 |
165 | mediump float sampleColor = centralColor.g * 22.0;
166 | sampleColor += texture2D(inputImageTexture, blurCoordinates[0]).g;
167 | sampleColor += texture2D(inputImageTexture, blurCoordinates[1]).g;
168 | sampleColor += texture2D(inputImageTexture, blurCoordinates[2]).g;
169 | sampleColor += texture2D(inputImageTexture, blurCoordinates[3]).g;
170 | sampleColor += texture2D(inputImageTexture, blurCoordinates[4]).g;
171 | sampleColor += texture2D(inputImageTexture, blurCoordinates[5]).g;
172 | sampleColor += texture2D(inputImageTexture, blurCoordinates[6]).g;
173 | sampleColor += texture2D(inputImageTexture, blurCoordinates[7]).g;
174 | sampleColor += texture2D(inputImageTexture, blurCoordinates[8]).g;
175 | sampleColor += texture2D(inputImageTexture, blurCoordinates[9]).g;
176 | sampleColor += texture2D(inputImageTexture, blurCoordinates[10]).g;
177 | sampleColor += texture2D(inputImageTexture, blurCoordinates[11]).g;
178 | sampleColor += texture2D(inputImageTexture, blurCoordinates[12]).g * 2.0;
179 | sampleColor += texture2D(inputImageTexture, blurCoordinates[13]).g * 2.0;
180 | sampleColor += texture2D(inputImageTexture, blurCoordinates[14]).g * 2.0;
181 | sampleColor += texture2D(inputImageTexture, blurCoordinates[15]).g * 2.0;
182 | sampleColor += texture2D(inputImageTexture, blurCoordinates[16]).g * 2.0;
183 | sampleColor += texture2D(inputImageTexture, blurCoordinates[17]).g * 2.0;
184 | sampleColor += texture2D(inputImageTexture, blurCoordinates[18]).g * 2.0;
185 | sampleColor += texture2D(inputImageTexture, blurCoordinates[19]).g * 2.0;
186 | sampleColor += texture2D(inputImageTexture, blurCoordinates[20]).g * 3.0;
187 | sampleColor += texture2D(inputImageTexture, blurCoordinates[21]).g * 3.0;
188 | sampleColor += texture2D(inputImageTexture, blurCoordinates[22]).g * 3.0;
189 | sampleColor += texture2D(inputImageTexture, blurCoordinates[23]).g * 3.0;
190 |
191 | sampleColor = sampleColor / 62.0;
192 |
193 | mediump float highPass = centralColor.g - sampleColor + 0.5;
194 |
195 | for (int i = 0; i < 5; i++) {
196 | highPass = hardLight(highPass);
197 | }
198 | mediump float luminance = dot(centralColor, W);
199 |
200 | mediump float alpha = pow(luminance, params);
201 |
202 | mediump vec3 smoothColor = centralColor + (centralColor-vec3(highPass))*alpha*0.1;
203 |
204 | smoothColor.r = clamp(pow(smoothColor.r, params.g), 0.0, 1.0);
205 | smoothColor.g = clamp(pow(smoothColor.g, params.g), 0.0, 1.0);
206 | smoothColor.b = clamp(pow(smoothColor.b, params.g), 0.0, 1.0);
207 |
208 | mediump vec3 lvse = vec3(1.0)-(vec3(1.0)-smoothColor)*(vec3(1.0)-centralColor);
209 | mediump vec3 bianliang = max(smoothColor, centralColor);
210 | mediump vec3 rouguang = 2.0*centralColor*smoothColor + centralColor*centralColor - 2.0*centralColor*centralColor*smoothColor;
211 |
212 | gl_FragColor = vec4(mix(centralColor, lvse, alpha), 1.0);
213 | gl_FragColor.rgb = mix(gl_FragColor.rgb, bianliang, alpha);
214 | gl_FragColor.rgb = mix(gl_FragColor.rgb, rouguang, params.b);
215 |
216 | mediump vec3 satcolor = gl_FragColor.rgb * saturateMatrix;
217 | gl_FragColor.rgb = mix(gl_FragColor.rgb, satcolor, params.a);
218 | gl_FragColor.rgb = vec3(gl_FragColor.rgb + vec3(brightness));
219 | }
220 |
221 | );
222 | #endif
223 |
224 | @implementation DotGPUImageBeautyFilter
225 |
226 | - (id)init;
227 | {
228 | if (!(self = [super initWithFragmentShaderFromString:kDOTGPUImageBeautyFragmentShaderString])) {
229 | return nil;
230 | }
231 |
232 | _toneLevel = 0.5;
233 | _beautyLevel = 0.5;
234 | _brightLevel = 0.5;
235 | [self setParams:_beautyLevel tone:_toneLevel];
236 | [self setBrightLevel:_brightLevel];
237 | return self;
238 | }
239 |
240 | - (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex {
241 | [super setInputSize:newSize atIndex:textureIndex];
242 | inputTextureSize = newSize;
243 |
244 | CGPoint offset = CGPointMake(2.0f / inputTextureSize.width, 2.0 / inputTextureSize.height);
245 | [self setPoint:offset forUniformName:@"singleStepOffset"];
246 | }
247 |
248 | - (void)setBeautyLevel:(CGFloat)beautyLevel {
249 | _beautyLevel = beautyLevel;
250 | [self setParams:_beautyLevel tone:_toneLevel];
251 | }
252 |
253 | - (void)setBrightLevel:(CGFloat)brightLevel {
254 | _brightLevel = brightLevel;
255 | [self setFloat:0.6 * (-0.5 + brightLevel) forUniformName:@"brightness"];
256 | }
257 |
258 | - (void)setParams:(CGFloat)beauty tone:(CGFloat)tone {
259 | GPUVector4 fBeautyParam;
260 | fBeautyParam.one = 1.0 - 0.6 * beauty;
261 | fBeautyParam.two = 1.0 - 0.3 * beauty;
262 | fBeautyParam.three = 0.1 + 0.3 * tone;
263 | fBeautyParam.four = 0.1 + 0.3 * tone;
264 | [self setFloatVec4:fBeautyParam forUniform:@"params"];
265 | }
266 |
267 | @end
268 |
269 |
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395 | defaultConfigurationName = Release;
396 | };
397 | F09C36571E23D5AA009DEEC4 /* Build configuration list for PBXNativeTarget "DotGPUBeautyFilterDemo" */ = {
398 | isa = XCConfigurationList;
399 | buildConfigurations = (
400 | F09C36581E23D5AA009DEEC4 /* Debug */,
401 | F09C36591E23D5AA009DEEC4 /* Release */,
402 | );
403 | defaultConfigurationIsVisible = 0;
404 | defaultConfigurationName = Release;
405 | };
406 | /* End XCConfigurationList section */
407 | };
408 | rootObject = F09C36381E23D5A9009DEEC4 /* Project object */;
409 | }
410 |
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