package com.marshalchen.common.uimodule.imageprocessing.filter.processing; import com.marshalchen.common.uimodule.imageprocessing.filter.TwoPassMultiPixelFilter; /** * This is the same as the {@link DilationFilter}, except that this acts on all color channels, not just the red channel. * @author Chris Batt */ public class DilationRGBFilter extends TwoPassMultiPixelFilter { private int dilationRadius; public DilationRGBFilter(int dilationRadius) { this.dilationRadius = dilationRadius; } @Override protected String getFragmentShader() { return "precision mediump float;\n" +"uniform sampler2D "+UNIFORM_TEXTURE0+";\n" +"varying vec2 "+VARYING_TEXCOORD+";\n" +"uniform float "+UNIFORM_TEXELWIDTH+";\n" +"uniform float "+UNIFORM_TEXELHEIGHT+";\n" +"const int dilationSize = "+(dilationRadius*2+1)+";\n" +"const int dilationRadius = "+dilationRadius+";\n" +"void main(){\n" +" vec2 step = vec2("+UNIFORM_TEXELWIDTH+", "+UNIFORM_TEXELHEIGHT+");\n" +" vec4 stepIntensity[dilationSize];\n" +" for(int i = 0; i < dilationSize; i++) {\n" +" stepIntensity[i] = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" + step * float(i - dilationRadius));\n" +" }\n" +" vec4 maxValue = vec4(0,0,0,0);\n" +" for(int i = 0; i < dilationSize; i++) {\n" +" maxValue = max(maxValue, stepIntensity[i]);\n" +" }\n" +" gl_FragColor = maxValue;\n" +"}\n"; } }