/*
* 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 GPUImageAddBlendFilter extends GPUImageTwoInputFilter {
public static final String ADD_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" +
" lowp vec4 base = texture2D(inputImageTexture, textureCoordinate);\n" +
" lowp vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);\n" +
"\n" +
" mediump float r;\n" +
" if (overlay.r * base.a + base.r * overlay.a >= overlay.a * base.a) {\n" +
" r = overlay.a * base.a + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);\n" +
" } else {\n" +
" r = overlay.r + base.r;\n" +
" }\n" +
"\n" +
" mediump float g;\n" +
" if (overlay.g * base.a + base.g * overlay.a >= overlay.a * base.a) {\n" +
" g = overlay.a * base.a + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);\n" +
" } else {\n" +
" g = overlay.g + base.g;\n" +
" }\n" +
"\n" +
" mediump float b;\n" +
" if (overlay.b * base.a + base.b * overlay.a >= overlay.a * base.a) {\n" +
" b = overlay.a * base.a + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);\n" +
" } else {\n" +
" b = overlay.b + base.b;\n" +
" }\n" +
"\n" +
" mediump float a = overlay.a + base.a - overlay.a * base.a;\n" +
" \n" +
" gl_FragColor = vec4(r, g, b, a);\n" +
" }";
public GPUImageAddBlendFilter() {
super(ADD_BLEND_FRAGMENT_SHADER);
}
}