/*
* Copyright (C) 2015 Jorge Ruesga
*
*
* 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.
*/
//
// Based on the shaders library of Geeks3d:
// http://www.geeks3d.com/shader-library
//
package com.ruesga.android.wallpapers.photophase.effects;
import android.media.effect.EffectContext;
/**
* A crosshatching effect<br/>
* <table>
* <tr><td>Parameter name</td><td>Meaning</td><td>Valid values</td></tr>
* </table>
*/
public class CrosshatchingEffect extends PhotoPhaseEffect {
private static final String FRAGMENT_SHADER =
"precision mediump float;\n" +
"uniform sampler2D tex_sampler;\n" +
"varying vec2 v_texcoord;\n" +
"void main() \n" +
"{\n" +
" float hatch_y_offset = 5.0;\n" +
" float lum_threshold_1 = 1.0;\n" +
" float lum_threshold_2 = 0.7;\n" +
" float lum_threshold_3 =0.5;\n" +
" float lum_threshold_4 = 0.3;\n" +
" vec2 uv = v_texcoord;\n" +
" float lum = length(texture2D(tex_sampler, uv).rgb);\n" +
" vec3 tc = vec3(1.0, 1.0, 1.0);\n" +
" if (lum < lum_threshold_1) \n" +
" {\n" +
" if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) \n" +
" tc = vec3(0.0, 0.0, 0.0);\n" +
" } \n" +
" if (lum < lum_threshold_2) \n" +
" {\n" +
" if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) \n" +
" tc = vec3(0.0, 0.0, 0.0);\n" +
" } \n" +
" if (lum < lum_threshold_3) \n" +
" {\n" +
" if (mod(gl_FragCoord.x + gl_FragCoord.y - hatch_y_offset, 10.0) == 0.0) \n" +
" tc = vec3(0.0, 0.0, 0.0);\n" +
" } \n" +
" if (lum < lum_threshold_4) \n" +
" {\n" +
" if (mod(gl_FragCoord.x - gl_FragCoord.y - hatch_y_offset, 10.0) == 0.0) \n" +
" tc = vec3(0.0, 0.0, 0.0);\n" +
" }\n" +
" gl_FragColor = vec4(tc, 1.0);\n" +
"}";
/**
* Constructor of <code>CrossHatchingEffect</code>.
*
* @param ctx The effect context
* @param name The effect name
*/
public CrosshatchingEffect(EffectContext ctx, String name) {
super(ctx, CrosshatchingEffect.class.getName());
init(VERTEX_SHADER, FRAGMENT_SHADER);
}
}