package com.af.experiments.FxCameraApp.shaders;
public class GlXRayShader extends GlShader {
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() {" +
"lowp vec4 color = texture2D(sTexture, vTextureCoord);" +
"color = vec4((1.0 - color.rgb), color.w);" +
"float luminance = dot(color.rgb, weight);" +
"gl_FragColor = vec4(vec3(luminance), 1.0);" +
"}";
public GlXRayShader() {
super(DEFAULT_VERTEX_SHADER, FRAGMENT_SHADER);
}
protected String mShaderName = "X Ray";
@Override
public String getName() {
return mShaderName;
}
}