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Minor adjustments to GPUImageHighlightShadowFilter info
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It wasn’t very clear that darkening highlights must start at 1 and
decrease to 0 to increase the level of effect.
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brandonscript committed Sep 24, 2015
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4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -306,7 +306,7 @@ There are currently 125 built-in filters, divided into the following categories:

- **GPUImageHighlightShadowFilter**: Adjusts the shadows and highlights of an image
- *shadows*: Increase to lighten shadows, from 0.0 to 1.0, with 0.0 as the default.
- *highlights*: Decrease to darken highlights, from 0.0 to 1.0, with 1.0 as the default.
- *highlights*: Decrease to darken highlights, from 1.0 to 0.0, with 1.0 as the default.

- **GPUImageLookupFilter**: Uses an RGB color lookup image to remap the colors in an image. First, use your favourite photo editing application to apply a filter to lookup.png from GPUImage/framework/Resources. For this to work properly each pixel color must not depend on other pixels (e.g. blur will not work). If you need a more complex filter you can create as many lookup tables as required. Once ready, use your new lookup.png file as a second input for GPUImageLookupFilter.

Expand Down Expand Up @@ -670,7 +670,7 @@ There are currently 125 built-in filters, divided into the following categories:
- *vignetteCenter*: The center for the vignette in tex coords (CGPoint), with a default of 0.5, 0.5
- *vignetteColor*: The color to use for the vignette (GPUVector3), with a default of black
- *vignetteStart*: The normalized distance from the center where the vignette effect starts, with a default of 0.5
- *vignetteEnd*: The normalized distance from the center where the vignette effect ends, with a of 0.75
- *vignetteEnd*: The normalized distance from the center where the vignette effect ends, with a default of 0.75

- **GPUImageKuwaharaFilter**: Kuwahara image abstraction, drawn from the work of Kyprianidis, et. al. in their publication "Anisotropic Kuwahara Filtering on the GPU" within the GPU Pro collection. This produces an oil-painting-like image, but it is extremely computationally expensive, so it can take seconds to render a frame on an iPad 2. This might be best used for still images.
- *radius*: In integer specifying the number of pixels out from the center pixel to test when applying the filter, with a default of 4. A higher value creates a more abstracted image, but at the cost of much greater processing time.
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2 changes: 1 addition & 1 deletion framework/Source/GPUImageHighlightShadowFilter.h
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Expand Up @@ -12,7 +12,7 @@
@property(readwrite, nonatomic) CGFloat shadows;

/**
* 0 - 1, decrease to darken highlights.
* 1 - 0, decrease to darken highlights.
* @default 1
*/
@property(readwrite, nonatomic) CGFloat highlights;
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