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); } }