package com.marshalchen.common.uimodule.imageprocessing.filter.processing; import android.graphics.PointF; /** * A Gaussian blur that preserves focus within a circular region * blurSize: A multiplier for the size of the blur, ranging from 0.0 on up * excludeCircleRadius: The radius of the circular area being excluded from the blur * excludeCirclePoint: The center of the circular area being excluded from the blur * excludeBlurSize: The size of the area between the blurred portion and the clear circle * aspectRatio: The aspect ratio of the image, used to adjust the circularity of the in-focus region. * @author Chris Batt */ public class GaussianSelectiveBlurFilter extends GaussianBlurPositionFilter { public GaussianSelectiveBlurFilter(float blurSize, float aspectRatio, PointF excludedCirclePoint, float excludedCircleRadius, float excludedBlurSize) { super(blurSize, aspectRatio, excludedCirclePoint, excludedCircleRadius, excludedBlurSize); } @Override protected String getFragmentShader() { return "precision mediump float;\n" +"uniform sampler2D "+UNIFORM_TEXTURE0+";\n" +"uniform sampler2D "+UNIFORM_TEXTUREBASE+1+";\n" +"varying vec2 "+VARYING_TEXCOORD+";\n" +"uniform float "+UNIFORM_BLUR_SIZE+";\n" +"uniform float "+UNIFORM_ASPECT_RATIO+";\n" +"uniform vec2 "+UNIFORM_EXCLUDE_CIRCLE_POINT+";\n" +"uniform float "+UNIFORM_EXCLUDE_CIRCLE_RADIUS+";\n" +"void main(){\n" +" vec4 sharpImageColor = texture2D("+UNIFORM_TEXTURE0+", "+VARYING_TEXCOORD+");\n" +" vec4 blurredImageColor = texture2D("+UNIFORM_TEXTUREBASE+1+", "+VARYING_TEXCOORD+");\n" +" vec2 texCoordAfterAspect = vec2("+VARYING_TEXCOORD+".x, "+VARYING_TEXCOORD+".y * "+UNIFORM_ASPECT_RATIO+" + 0.5 - 0.5 * "+UNIFORM_ASPECT_RATIO+");\n" +" float distanceFromCenter = distance("+UNIFORM_EXCLUDE_CIRCLE_POINT+", texCoordAfterAspect);\n" +" gl_FragColor = mix(sharpImageColor, blurredImageColor, smoothstep("+UNIFORM_EXCLUDE_CIRCLE_RADIUS+" - "+UNIFORM_BLUR_SIZE+", "+UNIFORM_EXCLUDE_CIRCLE_RADIUS+", distanceFromCenter));\n" +"}\n"; } }