package com.marshalchen.common.uimodule.imageprocessing.filter.processing; import com.marshalchen.common.uimodule.imageprocessing.filter.TwoPassMultiPixelFilter; /** * This is the same as the {@link ErosionFilter}, except that this acts on all color channels, not just the red channel. * @author Chris Batt */ public class ErosionRGBFilter extends TwoPassMultiPixelFilter { private int erosionRadius; public ErosionRGBFilter(int erosionRadius) { this.erosionRadius = erosionRadius; } @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 = "+(erosionRadius*2+1)+";\n" +"const int dilationRadius = "+erosionRadius+";\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 minValue = vec4(1.0);\n" +" for(int i = 0; i < dilationSize; i++) {\n" +" minValue = min(minValue, stepIntensity[i]);\n" +" }\n" +" gl_FragColor = minValue;\n" +"}\n"; } }