/* * Copyright (C) 2012 CyberAgent * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package jp.co.cyberagent.android.gpuimage; public class GPUImageColorBlendFilter extends GPUImageTwoInputFilter { public static final String COLOR_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" + " varying highp vec2 textureCoordinate2;\n" + " \n" + " uniform sampler2D inputImageTexture;\n" + " uniform sampler2D inputImageTexture2;\n" + " \n" + " highp float lum(lowp vec3 c) {\n" + " return dot(c, vec3(0.3, 0.59, 0.11));\n" + " }\n" + " \n" + " lowp vec3 clipcolor(lowp vec3 c) {\n" + " highp float l = lum(c);\n" + " lowp float n = min(min(c.r, c.g), c.b);\n" + " lowp float x = max(max(c.r, c.g), c.b);\n" + " \n" + " if (n < 0.0) {\n" + " c.r = l + ((c.r - l) * l) / (l - n);\n" + " c.g = l + ((c.g - l) * l) / (l - n);\n" + " c.b = l + ((c.b - l) * l) / (l - n);\n" + " }\n" + " if (x > 1.0) {\n" + " c.r = l + ((c.r - l) * (1.0 - l)) / (x - l);\n" + " c.g = l + ((c.g - l) * (1.0 - l)) / (x - l);\n" + " c.b = l + ((c.b - l) * (1.0 - l)) / (x - l);\n" + " }\n" + " \n" + " return c;\n" + " }\n" + "\n" + " lowp vec3 setlum(lowp vec3 c, highp float l) {\n" + " highp float d = l - lum(c);\n" + " c = c + vec3(d);\n" + " return clipcolor(c);\n" + " }\n" + " \n" + " void main()\n" + " {\n" + " highp vec4 baseColor = texture2D(inputImageTexture, textureCoordinate);\n" + " highp vec4 overlayColor = texture2D(inputImageTexture2, textureCoordinate2);\n" + "\n" + " gl_FragColor = vec4(baseColor.rgb * (1.0 - overlayColor.a) + setlum(overlayColor.rgb, lum(baseColor.rgb)) * overlayColor.a, baseColor.a);\n" + " }"; public GPUImageColorBlendFilter() { super(COLOR_BLEND_FRAGMENT_SHADER); } }