/* * 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); } }