/* * 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 of kodemongki: // http://kodemongki.blogspot.com.es/2011/06/kameraku-custom-shader-effects-example.html // package com.ruesga.android.wallpapers.photophase.effects; import android.media.effect.EffectContext; import android.opengl.GLES20; import android.util.Log; import com.ruesga.android.wallpapers.photophase.utils.GLESUtil; /** * A noise effect<br/> * <table> * <tr><td>Parameter name</td><td>Meaning</td><td>Valid values</td></tr> * </table> */ public class NoiseEffect extends PhotoPhaseEffect { private static final String TAG = "NoiseEffect"; public static final String STRENGTH_PARAMETER = "strength"; private static final String FRAGMENT_SHADER = "precision mediump float;\n" + "uniform sampler2D tex_sampler;\n" + "varying vec2 v_texcoord;\n" + "uniform float strength;\n" + "void main(void)\n" + "{\n" + " vec2 uv = v_texcoord;\n" + " vec3 c1 = texture2D(tex_sampler, vec2(uv.s - strength, uv.t - strength)).bgr;\n" + " vec3 c2 = texture2D(tex_sampler, vec2(uv.s + strength, uv.t + strength)).bgr;\n" + " vec3 c3 = texture2D(tex_sampler, vec2(uv.s - strength, uv.t + strength)).bgr;\n" + " vec3 c4 = texture2D(tex_sampler, vec2(uv.s + strength, uv.t - strength)).bgr;\n" + " gl_FragColor.a = 1.0;\n" + " gl_FragColor.rgb = (c1 + c2 + c3 + c4) / 4.0;\n" + "}"; private float mStrength = 0.02f; private final int mStrengthHandle; /** * Constructor of <code>NoiseEffect</code>. * * @param ctx The effect context * @param name The effect name */ public NoiseEffect(EffectContext ctx, String name) { super(ctx, NoiseEffect.class.getName()); init(VERTEX_SHADER, FRAGMENT_SHADER); // Parameters mStrengthHandle = GLES20.glGetUniformLocation(mProgram[0], "strength"); GLESUtil.glesCheckError("glGetUniformLocation"); } /** * {@inheritDoc} */ @Override void applyParameters(int width, int height) { // Set parameters GLES20.glUniform1f(mStrengthHandle, mStrength); GLESUtil.glesCheckError("glUniform1f"); } /** * {@inheritDoc} */ @Override public void setParameter(String parameterKey, Object value) { if (parameterKey.compareTo(STRENGTH_PARAMETER) == 0) { try { float strength = Float.parseFloat(value.toString()); if (strength < 0) { Log.w(TAG, "strength parameter must be > 0"); return; } mStrength = strength; } catch (NumberFormatException ex) { // Ignore } } } }