package com.marshalchen.common.uimodule.imageprocessing.filter.effect; import android.opengl.GLES20; /** * Breaks an image up into colored dots within a regular grid * fractionalWidthOfAPixel: How large the dots are, as a fraction of the width and height of the image (0.0 - 1.0) * dotScaling: What fraction of each grid space is taken up by a dot, from 0.0 to 1.0. * @author Chris Batt */ public class PolkaDotFilter extends PixellateFilter { protected static final String UNIFORM_DOT_SCALING = "u_DotScaling"; private int dotScalingHandle; private float dotScaling; public PolkaDotFilter(float dotScaling, float fractionalWidth, float aspectRatio) { super(fractionalWidth, aspectRatio); this.dotScaling = dotScaling; } @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" +"uniform highp float "+UNIFORM_DOT_SCALING+";\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 float checkForPresenceWithinDot = step(distanceFromSamplePoint, ("+UNIFORM_FRACTIONAL_WIDTH+" * 0.5) * "+UNIFORM_DOT_SCALING+");\n" +" gl_FragColor = vec4(texture2D("+UNIFORM_TEXTURE0+", samplePos ).rgb * checkForPresenceWithinDot, 1.0);\n" +"}\n"; } @Override protected void initShaderHandles() { super.initShaderHandles(); dotScalingHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_DOT_SCALING); } @Override protected void passShaderValues() { super.passShaderValues(); GLES20.glUniform1f(dotScalingHandle, dotScaling); } }