package com.marshalchen.common.uimodule.imageprocessing.filter.effect;
import android.graphics.PointF;
/**
* Same as the GPUImageSphereRefractionFilter, only the image is not inverted and there's a little bit of frosting at the edges of the glass
* center: The center about which to apply the distortion
* radius: The radius of the distortion, ranging from 0.0 to 1.0
* refractiveIndex: The index of refraction for the sphere
* @author Chris Batt
*/
public class GlassSphereFilter extends SphereRefractionFilter {
public GlassSphereFilter(PointF center, float radius, float refractiveIndex, float aspectRatio) {
super(center, radius, refractiveIndex, aspectRatio);
}
@Override
protected String getFragmentShader() {
return
"precision highp float;\n"
+"uniform sampler2D "+UNIFORM_TEXTURE0+";\n"
+"varying vec2 "+VARYING_TEXCOORD+";\n"
+"uniform vec2 "+UNIFORM_CENTER+";\n"
+"uniform float "+UNIFORM_RADIUS+";\n"
+"uniform float "+UNIFORM_DISTORTION_AMOUNT+";\n"
+"uniform float "+UNIFORM_ASPECT_RATIO+";\n"
+"const highp vec3 lightPosition = vec3(-0.5, 0.5, 1.0);\n"
+"const highp vec3 ambientLightPosition = vec3(0.0, 0.0, 1.0);\n"
+"void main(){\n"
+" vec2 textureCoordinateToUse = vec2("+VARYING_TEXCOORD+".x, ("+VARYING_TEXCOORD+".y * "+UNIFORM_ASPECT_RATIO+" + 0.5 - 0.5 * "+UNIFORM_ASPECT_RATIO+"));\n"
+" float distanceFromCenter = distance("+UNIFORM_CENTER+", textureCoordinateToUse);\n"
+" float checkForPresenceWithinSphere = step(distanceFromCenter, "+UNIFORM_RADIUS+");\n"
+" distanceFromCenter = distanceFromCenter / "+UNIFORM_RADIUS+";\n"
+" float normalizedDepth = "+UNIFORM_RADIUS+" * sqrt(1.0 - distanceFromCenter * distanceFromCenter);\n"
+" vec3 sphereNormal = normalize(vec3(textureCoordinateToUse - "+UNIFORM_CENTER+", normalizedDepth));\n"
+" vec3 refractedVector = 2.0 * refract(vec3(0.0, 0.0, -1.0), sphereNormal, "+UNIFORM_DISTORTION_AMOUNT+");\n"
+" refractedVector.xy = -refractedVector.xy;\n"
+" vec3 finalSphereColor = texture2D("+UNIFORM_TEXTURE0+", (refractedVector.xy + 1.0) * 0.5).rgb;\n"
+" float lightingIntensity = 2.5 * (1.0 - pow(clamp(dot(ambientLightPosition, sphereNormal), 0.0, 1.0), 0.25));\n" // Grazing angle lighting
+" finalSphereColor += lightingIntensity;\n"
+" lightingIntensity = clamp(dot(normalize(lightPosition), sphereNormal), 0.0, 1.0);\n" // Specular lighting
+" lightingIntensity = pow(lightingIntensity, 15.0);\n"
+" finalSphereColor += vec3(0.8, 0.8, 0.8) * lightingIntensity;\n"
+" gl_FragColor = vec4(finalSphereColor, 1.0) * checkForPresenceWithinSphere;\n"
+"}\n";
}
}