2020-02-22 15:38:54 +04:00

86 lines
2.6 KiB
Objective-C

#import "PGHighlightsTool.h"
#import "LegacyComponentsInternal.h"
@interface PGHighlightsTool ()
{
PGPhotoProcessPassParameter *_parameter;
}
@end
@implementation PGHighlightsTool
- (instancetype)init
{
self = [super init];
if (self != nil)
{
_identifier = @"highlights";
_type = PGPhotoToolTypeShader;
_order = 5;
_minimumValue = -100;
_maximumValue = 100;
_defaultValue = 0;
self.value = @(_defaultValue);
}
return self;
}
- (NSString *)title
{
return TGLocalized(@"PhotoEditor.HighlightsTool");
}
- (bool)shouldBeSkipped
{
return (ABS(((NSNumber *)self.displayValue).floatValue - self.defaultValue) < FLT_EPSILON);
}
- (NSArray *)parameters
{
if (!_parameters)
{
_parameter = [PGPhotoProcessPassParameter parameterWithName:@"highlights" type:@"lowp float"];
_parameters = @[ [PGPhotoProcessPassParameter constWithName:@"hsLuminanceWeighting" type:@"mediump vec3" value:@"vec3(0.3, 0.3, 0.3)"],
_parameter ];
}
return _parameters;
}
- (void)updateParameters
{
NSNumber *value = (NSNumber *)self.displayValue;
CGFloat parameterValue = (value.floatValue * 0.75f + 100.0f) / 100.0f;
[_parameter setFloatValue:parameterValue];
}
- (NSString *)shaderString
{
return PGShaderString
(
mediump float hsLuminance = dot(result.rgb, hsLuminanceWeighting);
mediump float shadow = clamp((pow(hsLuminance, 1.0 / shadows) + (-0.76) * pow(hsLuminance, 2.0 / shadows)) - hsLuminance, 0.0, 1.0);
mediump float highlight = clamp((1.0 - (pow(1.0 - hsLuminance, 1.0 / (2.0 - highlights)) + (-0.8) * pow(1.0 - hsLuminance, 2.0 / (2.0 - highlights)))) - hsLuminance, -1.0, 0.0);
lowp vec3 hsresult = vec3(0.0, 0.0, 0.0) + ((hsLuminance + shadow + highlight) - 0.0) * ((result.rgb - vec3(0.0, 0.0, 0.0)) / (hsLuminance - 0.0));
mediump float contrastedLuminance = ((hsLuminance - 0.5) * 1.5) + 0.5;
mediump float whiteInterp = contrastedLuminance * contrastedLuminance * contrastedLuminance;
mediump float whiteTarget = clamp(highlights, 1.0, 2.0) - 1.0;
hsresult = mix(hsresult, vec3(1.0), whiteInterp * whiteTarget);
mediump float invContrastedLuminance = 1.0 - contrastedLuminance;
mediump float blackInterp = invContrastedLuminance * invContrastedLuminance * invContrastedLuminance;
mediump float blackTarget = 1.0 - clamp(shadows, 0.0, 1.0);
hsresult = mix(hsresult, vec3(0.0), blackInterp * blackTarget);
result = vec4(hsresult.rgb, result.a);
);
}
@end