/* * 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); } }