/* * 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); } }