/* * 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; /** * Mix ranges from 0.0 (only image 1) to 1.0 (only image 2), with 0.5 (half of either) as the normal level */ public class GPUImageDissolveBlendFilter extends GPUImageMixBlendFilter{ public static final String DISSOLVE_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" + " varying highp vec2 textureCoordinate2;\n" + "\n" + " uniform sampler2D inputImageTexture;\n" + " uniform sampler2D inputImageTexture2;\n" + " uniform lowp float mixturePercent;\n" + " \n" + " void main()\n" + " {\n" + " lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);\n" + " lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);\n" + " \n" + " gl_FragColor = mix(textureColor, textureColor2, mixturePercent);\n" + " }"; public GPUImageDissolveBlendFilter() { super(DISSOLVE_BLEND_FRAGMENT_SHADER); } public GPUImageDissolveBlendFilter(float mix) { super(DISSOLVE_BLEND_FRAGMENT_SHADER, mix); } }