package com.marshalchen.common.uimodule.imageprocessing.filter.colour;
import com.marshalchen.common.uimodule.imageprocessing.filter.CompositeFilter;
import com.marshalchen.common.uimodule.imageprocessing.filter.processing.BoxBlurFilter;
/**
* Determines the local luminance around a pixel, then turns the pixel black if it is below that local luminance and white if above. This can be useful for picking out text under varying lighting conditions.
* @author Chris Batt
*/
public class AdaptiveThresholdFilter extends CompositeFilter {
public AdaptiveThresholdFilter() {
super(2);
GreyScaleFilter luminance = new GreyScaleFilter();
BoxBlurFilter blur = new BoxBlurFilter();
luminance.addTarget(blur);
blur.addTarget(this);
luminance.addTarget(this);
registerFilterLocation(luminance, 0);
registerFilterLocation(blur, 1);
registerInitialFilter(luminance);
registerTerminalFilter(luminance);
registerTerminalFilter(blur);
}
@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"
+"void main(){\n"
+" vec4 luminance = texture2D("+UNIFORM_TEXTURE0+","+VARYING_TEXCOORD+");\n"
+" vec4 blur = texture2D("+UNIFORM_TEXTUREBASE+1+","+VARYING_TEXCOORD+");\n"
+" gl_FragColor = vec4(vec3(step(blur - 0.05, luminance)), 1.0);\n"
+"}\n";
}
}