package com.marshalchen.common.uimodule.imageprocessing.filter.effect; /** * Applies a halftone effect to an image, like news print * fractionalWidthOfAPixel: How large the halftone dots are, as a fraction of the width and height of the image (0.0 - 1.0) * aspectRatio: the ratio of width and height for dots * @author Chris Batt */ public class HalftoneFilter extends PixellateFilter { public HalftoneFilter(float fractionalWidth, float aspectRatio) { super(fractionalWidth, aspectRatio); } @Override protected String getFragmentShader() { return "precision mediump float;\n" +"uniform sampler2D "+UNIFORM_TEXTURE0+";\n" +"varying vec2 "+VARYING_TEXCOORD+";\n" +"uniform float "+UNIFORM_FRACTIONAL_WIDTH+";\n" +"uniform float "+UNIFORM_ASPECT_RATIO+";\n" +"const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);\n" +"void main(){\n" +" highp vec2 sampleDivisor = vec2("+UNIFORM_FRACTIONAL_WIDTH+", "+UNIFORM_FRACTIONAL_WIDTH+" / "+UNIFORM_ASPECT_RATIO+");\n" +" highp vec2 samplePos = "+VARYING_TEXCOORD+" - mod("+VARYING_TEXCOORD+", sampleDivisor) + 0.5 * sampleDivisor;\n" +" highp vec2 textureCoordinateToUse = vec2("+VARYING_TEXCOORD+".x, ("+VARYING_TEXCOORD+".y * "+UNIFORM_ASPECT_RATIO+" + 0.5 - 0.5 * "+UNIFORM_ASPECT_RATIO+"));\n" +" highp vec2 adjustedSamplePos = vec2(samplePos.x, (samplePos.y * "+UNIFORM_ASPECT_RATIO+" + 0.5 - 0.5 * "+UNIFORM_ASPECT_RATIO+"));\n" +" highp float distanceFromSamplePoint = distance(adjustedSamplePos, textureCoordinateToUse);\n" +" lowp vec3 sampledColor = texture2D("+UNIFORM_TEXTURE0+", samplePos ).rgb;\n" +" highp float dotScaling = 1.0 - dot(sampledColor, W);\n" +" lowp float checkForPresenceWithinDot = 1.0 - step(distanceFromSamplePoint, ("+UNIFORM_FRACTIONAL_WIDTH+" * 0.5) * dotScaling);\n" +" gl_FragColor = vec4(vec3(checkForPresenceWithinDot), 1.0);\n" +"}\n"; } }