/* * 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 GPUImageWeakPixelInclusionFilter extends GPUImage3x3TextureSamplingFilter { public static final String WEAKPIXEL_FRAGMENT_SHADER = "" + "precision lowp float;\n" + "\n" + "varying vec2 textureCoordinate;\n" + "varying vec2 leftTextureCoordinate;\n" + "varying vec2 rightTextureCoordinate;\n" + "\n" + "varying vec2 topTextureCoordinate;\n" + "varying vec2 topLeftTextureCoordinate;\n" + "varying vec2 topRightTextureCoordinate;\n" + "\n" + "varying vec2 bottomTextureCoordinate;\n" + "varying vec2 bottomLeftTextureCoordinate;\n" + "varying vec2 bottomRightTextureCoordinate;\n" + "\n" + "uniform sampler2D inputImageTexture;\n" + "\n" + "void main()\n" + "{\n" + "float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;\n" + "float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;\n" + "float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;\n" + "float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;\n" + "float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;\n" + "float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;\n" + "float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;\n" + "float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;\n" + "float centerIntensity = texture2D(inputImageTexture, textureCoordinate).r;\n" + "\n" + "float pixelIntensitySum = bottomLeftIntensity + topRightIntensity + topLeftIntensity + bottomRightIntensity + leftIntensity + rightIntensity + bottomIntensity + topIntensity + centerIntensity;\n" + "float sumTest = step(1.5, pixelIntensitySum);\n" + "float pixelTest = step(0.01, centerIntensity);\n" + "\n" + "gl_FragColor = vec4(vec3(sumTest * pixelTest), 1.0);\n" + "}\n"; public GPUImageWeakPixelInclusionFilter() { super(WEAKPIXEL_FRAGMENT_SHADER); } }