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";
}
}