/*
* 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);
}
}