package com.marshalchen.common.uimodule.imageprocessing.filter.processing;
import android.graphics.PointF;
import android.opengl.GLES20;
import com.marshalchen.common.uimodule.imageprocessing.filter.BasicFilter;
/**
* Applies a motion blur around a point
* blurSize: A multiplier for the blur size, ranging from 0.0 on up
* blurCenter: The normalized center of the blur.
* @author Chris Batt
*/
public class ZoomBlurFilter extends BasicFilter {
private static final String UNIFORM_BLUR_SIZE = "u_BlurSize";
private static final String UNIFORM_BLUR_LOCATION = "u_BlurLocation";
float blurSize;
PointF blurLocation;
private int blurSizeHandle;
private int blurLocationHandle;
public ZoomBlurFilter(float blurSize, PointF blurLocation) {
this.blurSize = blurSize;
this.blurLocation = blurLocation;
}
@Override
protected String getFragmentShader() {
return
"precision mediump float;\n"
+"uniform sampler2D "+UNIFORM_TEXTURE0+";\n"
+"uniform sampler2D "+UNIFORM_TEXTUREBASE+1+";\n"
+"varying vec2 "+VARYING_TEXCOORD+";\n"
+"uniform float "+UNIFORM_BLUR_SIZE+";\n"
+"uniform vec2 "+UNIFORM_BLUR_LOCATION+";\n"
+"void main(){\n"
+" vec2 samplingOffset = 1.0/100.0 * ("+UNIFORM_BLUR_LOCATION+" - "+VARYING_TEXCOORD+") * "+UNIFORM_BLUR_SIZE+";\n"
+" vec4 fragColour = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+") * 0.18;\n"
+" fragColour += texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" + samplingOffset) * 0.15;\n"
+" fragColour += texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" - samplingOffset) * 0.15;\n"
+" fragColour += texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" + (2.0 * samplingOffset)) * 0.12;\n"
+" fragColour += texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" - (2.0 * samplingOffset)) * 0.12;\n"
+" fragColour += texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" + (3.0 * samplingOffset)) * 0.09;\n"
+" fragColour += texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" - (3.0 * samplingOffset)) * 0.09;\n"
+" fragColour += texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" + (4.0 * samplingOffset)) * 0.05;\n"
+" fragColour += texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" - (4.0 * samplingOffset)) * 0.05;\n"
+" gl_FragColor = fragColour;\n"
+"}\n";
}
@Override
protected void initShaderHandles() {
super.initShaderHandles();
blurSizeHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_BLUR_SIZE);
blurLocationHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_BLUR_LOCATION);
}
@Override
protected void passShaderValues() {
super.passShaderValues();
GLES20.glUniform1f(blurSizeHandle, blurSize);
GLES20.glUniform2f(blurLocationHandle, blurLocation.x, blurLocation.y);
}
}