/*
* 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);
}
}