package com.af.experiments.FxCameraApp.shaders;
import static android.opengl.GLES20.glUniform1f;
public class GlFastBlurShader extends GlShader {
private static final String VERTEX_SHADER =
"attribute vec4 aPosition;" +
"attribute vec4 aTextureCoord;" +
"const lowp int GAUSSIAN_SAMPLES = 9;" +
"uniform highp float texelWidthOffset;" +
"uniform highp float texelHeightOffset;" +
"uniform highp float blurSize;" +
"varying highp vec2 centerTextureCoordinate;" +
"varying highp vec2 oneStepLeftTextureCoordinate;" +
"varying highp vec2 twoStepsLeftTextureCoordinate;" +
"varying highp vec2 oneStepRightTextureCoordinate;" +
"varying highp vec2 twoStepsRightTextureCoordinate;" +
//"const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);" +
"void main() {" +
"gl_Position = aPosition;" +
"vec2 firstOffset = vec2(1.3846153846 * texelWidthOffset, 1.3846153846 * texelHeightOffset) * blurSize;" +
"vec2 secondOffset = vec2(3.2307692308 * texelWidthOffset, 3.2307692308 * texelHeightOffset) * blurSize;" +
"centerTextureCoordinate = aTextureCoord.xy;" +
"oneStepLeftTextureCoordinate = centerTextureCoordinate - firstOffset;" +
"twoStepsLeftTextureCoordinate = centerTextureCoordinate - secondOffset;" +
"oneStepRightTextureCoordinate = centerTextureCoordinate + firstOffset;" +
"twoStepsRightTextureCoordinate = centerTextureCoordinate + secondOffset;" +
"}";
private static final String FRAGMENT_SHADER =
"precision highp float;" + // 演算精度を指定します。
"uniform lowp sampler2D sTexture;" +
"varying highp vec2 centerTextureCoordinate;" +
"varying highp vec2 oneStepLeftTextureCoordinate;" +
"varying highp vec2 twoStepsLeftTextureCoordinate;" +
"varying highp vec2 oneStepRightTextureCoordinate;" +
"varying highp vec2 twoStepsRightTextureCoordinate;" +
//"const float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );" +
"void main() {" +
"lowp vec4 color = texture2D(sTexture, centerTextureCoordinate) * 0.2270270270;" +
"color += texture2D(sTexture, oneStepLeftTextureCoordinate) * 0.3162162162;" +
"color += texture2D(sTexture, oneStepRightTextureCoordinate) * 0.3162162162;" +
"color += texture2D(sTexture, twoStepsLeftTextureCoordinate) * 0.0702702703;" +
"color += texture2D(sTexture, twoStepsRightTextureCoordinate) * 0.0702702703;" +
"gl_FragColor = color;" +
"}";
private float mTexelWidthOffset;
private float mTexelHeightOffset;
private float mBlurSize = 1.0f;
public GlFastBlurShader() {
super(VERTEX_SHADER, FRAGMENT_SHADER);
}
protected String mShaderName = "Fast blur";
public String getName() {
return mShaderName;
}
public float getTexelWidthOffset() {
return mTexelWidthOffset;
}
public void setTexelWidthOffset(final float texelWidthOffset) {
mTexelWidthOffset = texelWidthOffset;
}
public float getTexelHeightOffset() {
return mTexelHeightOffset;
}
public void setTexelHeightOffset(final float texelHeightOffset) {
mTexelHeightOffset = texelHeightOffset;
}
public float getBlurSize() {
return mBlurSize;
}
public void setBlurSize(final float blurSize) {
mBlurSize = blurSize;
}
//////////////////////////////////////////////////////////////////////////
@Override
public void onDraw() {
glUniform1f(getHandle("texelWidthOffset"), mTexelWidthOffset);
glUniform1f(getHandle("texelHeightOffset"), mTexelHeightOffset);
glUniform1f(getHandle("blurSize"), mBlurSize);
}
}