package com.marshalchen.common.uimodule.imageprocessing.filter.effect;
import com.marshalchen.common.uimodule.imageprocessing.filter.BasicFilter;
import android.opengl.GLES20;
/**
* This reduces the color dynamic range into the number of steps specified, leading to a cartoon-like simple shading of the image.
* colorLevels: The number of color levels to reduce the image space to. This ranges from 1 to 256
* @author Chris Batt
*/
public class PosterizeFilter extends BasicFilter {
private static final String UNIFORM_QUANTIZATION = "u_Quantization";
private int quantizationLevelsHandle;
private float quantizationLevels;
public PosterizeFilter(float quantizationLevels) {
this.quantizationLevels = quantizationLevels;
}
@Override
protected String getFragmentShader() {
return
"precision mediump float;\n"
+"uniform sampler2D "+UNIFORM_TEXTURE0+";\n"
+"varying vec2 "+VARYING_TEXCOORD+";\n"
+"uniform float "+UNIFORM_QUANTIZATION+";\n"
+"void main(){\n"
+" vec4 color = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+");\n"
+" vec3 posterizedImageColor = floor((color.rgb * "+UNIFORM_QUANTIZATION+") + 0.5) / "+UNIFORM_QUANTIZATION+";\n"
+" gl_FragColor = vec4(posterizedImageColor, color.a);\n"
+"}\n";
}
@Override
protected void initShaderHandles() {
super.initShaderHandles();
quantizationLevelsHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_QUANTIZATION);
}
@Override
protected void passShaderValues() {
super.passShaderValues();
GLES20.glUniform1f(quantizationLevelsHandle, quantizationLevels);
}
}