, , - , . - , GPU Gems Apple, ColorObjectTracking GPUImage framework:
vec3 normalizeColor(vec3 color)
{
return color / max(dot(color, vec3(1.0/3.0)), 0.3);
}
vec4 maskPixel(vec3 pixelColor, vec3 maskColor)
{
float d;
vec4 calculatedColor;
d = distance(normalizeColor(pixelColor), normalizeColor(maskColor));
calculatedColor = (d > threshold) ? vec4(0.0) : vec4(1.0);
return calculatedColor;
}
, 1/3 (, ). , .
, , .
. - RGB Y, Cr Cb (Y, U V), (Cr Cb):
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
float maskY = 0.2989 * colorToReplace.r + 0.5866 * colorToReplace.g + 0.1145 * colorToReplace.b;
float maskCr = 0.7132 * (colorToReplace.r - maskY);
float maskCb = 0.5647 * (colorToReplace.b - maskY);
float Y = 0.2989 * textureColor.r + 0.5866 * textureColor.g + 0.1145 * textureColor.b;
float Cr = 0.7132 * (textureColor.r - Y);
float Cb = 0.5647 * (textureColor.b - Y);
float blendValue = 1.0 - smoothstep(thresholdSensitivity, thresholdSensitivity + smoothing, distance(vec2(Cr, Cb), vec2(maskCr, maskCb)));
, , , Apple . , .