/*
* Copyright (C) 2012 CyberAgent
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package jp.co.cyberagent.android.gpuimage;
public class GPUImageDivideBlendFilter extends GPUImageTwoInputFilter {
public static final String DIVIDE_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" +
" varying highp vec2 textureCoordinate2;\n" +
"\n" +
" uniform sampler2D inputImageTexture;\n" +
" uniform sampler2D inputImageTexture2;\n" +
" \n" +
" void main()\n" +
" {\n" +
" mediump vec4 base = texture2D(inputImageTexture, textureCoordinate);\n" +
" mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);\n" +
" \n" +
" mediump float ra;\n" +
" if (overlay.a == 0.0 || ((base.r / overlay.r) > (base.a / overlay.a)))\n" +
" ra = overlay.a * base.a + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);\n" +
" else\n" +
" ra = (base.r * overlay.a * overlay.a) / overlay.r + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);\n" +
" \n" +
"\n" +
" mediump float ga;\n" +
" if (overlay.a == 0.0 || ((base.g / overlay.g) > (base.a / overlay.a)))\n" +
" ga = overlay.a * base.a + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);\n" +
" else\n" +
" ga = (base.g * overlay.a * overlay.a) / overlay.g + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);\n" +
"\n" +
" \n" +
" mediump float ba;\n" +
" if (overlay.a == 0.0 || ((base.b / overlay.b) > (base.a / overlay.a)))\n" +
" ba = overlay.a * base.a + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);\n" +
" else\n" +
" ba = (base.b * overlay.a * overlay.a) / overlay.b + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);\n" +
"\n" +
" mediump float a = overlay.a + base.a - overlay.a * base.a;\n" +
" \n" +
" gl_FragColor = vec4(ra, ga, ba, a);\n" +
" }";
public GPUImageDivideBlendFilter() {
super(DIVIDE_BLEND_FRAGMENT_SHADER);
}
}