package com.marshalchen.common.uimodule.imageprocessing.filter.colour;
import com.marshalchen.common.uimodule.imageprocessing.filter.BasicFilter;
import android.opengl.GLES20;
/**
* Used to add or remove haze (similar to a UV filter)
* distance: Strength of the color applied. Values between -.3 and .3 are best.
* slope: Amount of color change. Values between -.3 and .3 are best.
* @author Chris Batt
*/
public class HazeFilter extends BasicFilter {
private static final String UNIFORM_DISTANCE = "u_Distance";
private static final String UNIFORM_SLOPE = "u_Slope";
private int distanceHandle;
private int slopeHandle;
private float distance;
private float slope;
public HazeFilter(float distance, float slope) {
this.distance = distance;
this.slope = slope;
}
@Override
protected String getFragmentShader() {
return
"precision mediump float;\n"
+"uniform sampler2D "+UNIFORM_TEXTURE0+";\n"
+"varying vec2 "+VARYING_TEXCOORD+";\n"
+"uniform float "+UNIFORM_DISTANCE+";\n"
+"uniform float "+UNIFORM_SLOPE+";\n"
+"void main(){\n"
+" float d = "+VARYING_TEXCOORD+".y * "+UNIFORM_SLOPE+" + "+UNIFORM_DISTANCE+";\n"
+" vec4 color = vec4(d);\n"
+" vec4 c = texture2D("+UNIFORM_TEXTURE0+","+VARYING_TEXCOORD+");\n"
+" vec4 result = (c - color) / (1.0-d);\n"
+" gl_FragColor = vec4(result.rgb, c.a);\n"
+"}\n";
}
@Override
protected void initShaderHandles() {
super.initShaderHandles();
distanceHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_DISTANCE);
slopeHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_SLOPE);
}
@Override
protected void passShaderValues() {
super.passShaderValues();
GLES20.glUniform1f(distanceHandle, distance);
GLES20.glUniform1f(slopeHandle, slope);
}
}