/* * 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 GPUImageDirectionalSobelEdgeDetectionFilter extends GPUImage3x3TextureSamplingFilter { public static final String DIRECTIONAL_SOBEL_EDGE_DETECTION_FRAGMENT_SHADER = "" + "precision mediump float;\n" + "\n" + "varying vec2 textureCoordinate;\n" + "varying vec2 leftTextureCoordinate;\n" + "varying vec2 rightTextureCoordinate;\n" + "\n" + "varying vec2 topTextureCoordinate;\n" + "varying vec2 topLeftTextureCoordinate;\n" + "varying vec2 topRightTextureCoordinate;\n" + "\n" + "varying vec2 bottomTextureCoordinate;\n" + "varying vec2 bottomLeftTextureCoordinate;\n" + "varying vec2 bottomRightTextureCoordinate;\n" + "\n" + "uniform sampler2D inputImageTexture;\n" + "\n" + "void main()\n" + "{\n" + " float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;\n" + " float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;\n" + " float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;\n" + " float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;\n" + " float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;\n" + " float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;\n" + " float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;\n" + " float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;\n" + "\n" + " vec2 gradientDirection;\n" + " gradientDirection.x = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;\n" + " gradientDirection.y = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;\n" + "\n" + " float gradientMagnitude = length(gradientDirection);\n" + " vec2 normalizedDirection = normalize(gradientDirection);\n" + " normalizedDirection = sign(normalizedDirection) * floor(abs(normalizedDirection) + 0.617316); // Offset by 1-sin(pi/8) to set to 0 if near axis, 1 if away\n" + " normalizedDirection = (normalizedDirection + 1.0) * 0.5; // Place -1.0 - 1.0 within 0 - 1.0\n" + "\n" + " gl_FragColor = vec4(gradientMagnitude, normalizedDirection.x, normalizedDirection.y, 1.0);\n" + "}"; public GPUImageDirectionalSobelEdgeDetectionFilter() { super(DIRECTIONAL_SOBEL_EDGE_DETECTION_FRAGMENT_SHADER); } }