package com.marshalchen.common.uimodule.imageprocessing.filter.processing; /** * Currently only used as part of the CannyEdgeDetectionFilter * @author Chris Batt */ public class DirectionalSobelEdgeDetectionFilter extends SobelEdgeDetectionFilter { @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" +"void main(){\n" +" vec2 up = vec2(0.0, "+UNIFORM_TEXELHEIGHT+");\n" +" vec2 right = vec2("+UNIFORM_TEXELWIDTH+", 0.0);\n" +" float bottomLeftIntensity = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" - up - right).r;\n" +" float topRightIntensity = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" + up + right).r;\n" +" float topLeftIntensity = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" + up - right).r;\n" +" float bottomRightIntensity = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" - up + right).r;\n" +" float leftIntensity = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" - right).r;\n" +" float rightIntensity = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" + right).r;\n" +" float bottomIntensity = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" - up).r;\n" +" float topIntensity = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+" + up).r;\n" +" float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;\n" +" float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;\n" +" vec2 gradientDirection;\n" +" gradientDirection.x = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;\n" +" gradientDirection.y = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;\n" +" float gradientMagnitude = length(gradientDirection);\n" +" vec2 normalizedDirection = normalize(gradientDirection);\n" +" normalizedDirection = sign(normalizedDirection) * floor(abs(normalizedDirection) + 0.617316);\n" // Offset by 1-sin(pi/8) to set to 0 if near axis, 1 if away +" normalizedDirection = (normalizedDirection + 1.0) * 0.5;\n" // Place -1.0 - 1.0 within 0 - 1.0 +" gl_FragColor = vec4(gradientMagnitude, normalizedDirection.x, normalizedDirection.y, 1.0);\n" +"}\n"; } }