package com.af.experiments.FxCameraApp.shaders;
public class GlSepiaShader extends GlShader {
protected String mShaderName = "sepia";
@Override
public String getName() {
return mShaderName;
}
private static final String FRAGMENT_SHADER =
"precision mediump float;" +
"varying vec2 vTextureCoord;" +
"uniform lowp sampler2D sTexture;" +
"const highp vec3 weight = vec3(0.2125, 0.7154, 0.0721);" +
"void main() {" +
" vec4 FragColor = texture2D(sTexture, vTextureCoord);\n" +
" gl_FragColor.r = dot(FragColor.rgb, vec3(.393, .769, .189));\n" +
" gl_FragColor.g = dot(FragColor.rgb, vec3(.349, .686, .168));\n" +
" gl_FragColor.b = dot(FragColor.rgb, vec3(.272, .534, .131));\n" +
"}";
public GlSepiaShader() {
super(DEFAULT_VERTEX_SHADER, FRAGMENT_SHADER);
}
}