/* * 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 GPUImageLookupFilter extends GPUImageTwoInputFilter { public static final String LOOKUP_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" + " varying highp vec2 textureCoordinate2; // TODO: This is not used\n" + " \n" + " uniform sampler2D inputImageTexture;\n" + " uniform sampler2D inputImageTexture2; // lookup texture\n" + " \n" + " void main()\n" + " {\n" + " lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);\n" + " \n" + " mediump float blueColor = textureColor.b * 63.0;\n" + " \n" + " mediump vec2 quad1;\n" + " quad1.y = floor(floor(blueColor) / 8.0);\n" + " quad1.x = floor(blueColor) - (quad1.y * 8.0);\n" + " \n" + " mediump vec2 quad2;\n" + " quad2.y = floor(ceil(blueColor) / 8.0);\n" + " quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n" + " \n" + " highp vec2 texPos1;\n" + " texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n" + " texPos1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);\n" + " \n" + " highp vec2 texPos2;\n" + " texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n" + " texPos2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g);\n" + " \n" + " lowp vec4 newColor1 = texture2D(inputImageTexture2, texPos1);\n" + " lowp vec4 newColor2 = texture2D(inputImageTexture2, texPos2);\n" + " \n" + " lowp vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n" + " gl_FragColor = vec4(newColor.rgb, textureColor.w);\n" + " }"; public GPUImageLookupFilter() { super(LOOKUP_FRAGMENT_SHADER); } }