/* * 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 GPUImageNonMaximumSuppressionFilter extends GPUImage3x3TextureSamplingFilter { public static final String NMS_FRAGMENT_SHADER = "" + "uniform sampler2D inputImageTexture;\n" + "\n" + "varying highp vec2 textureCoordinate;\n" + "varying highp vec2 leftTextureCoordinate;\n" + "varying highp vec2 rightTextureCoordinate;\n" + "\n" + "varying highp vec2 topTextureCoordinate;\n" + "varying highp vec2 topLeftTextureCoordinate;\n" + "varying highp vec2 topRightTextureCoordinate;\n" + "\n" + "varying highp vec2 bottomTextureCoordinate;\n" + "varying highp vec2 bottomLeftTextureCoordinate;\n" + "varying highp vec2 bottomRightTextureCoordinate;\n" + "\n" + "void main()\n" + "{\n" + "lowp float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;\n" + "lowp float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;\n" + "lowp float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;\n" + "lowp vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);\n" + "lowp float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;\n" + "lowp float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;\n" + "lowp float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;\n" + "lowp float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;\n" + "lowp float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;\n" + "\n" + "// Use a tiebreaker for pixels to the left and immediately above this one\n" + "lowp float multiplier = 1.0 - step(centerColor.r, topColor);\n" + "multiplier = multiplier * 1.0 - step(centerColor.r, topLeftColor);\n" + "multiplier = multiplier * 1.0 - step(centerColor.r, leftColor);\n" + "multiplier = multiplier * 1.0 - step(centerColor.r, bottomLeftColor);\n" + "\n" + "lowp float maxValue = max(centerColor.r, bottomColor);\n" + "maxValue = max(maxValue, bottomRightColor);\n" + "maxValue = max(maxValue, rightColor);\n" + "maxValue = max(maxValue, topRightColor);\n" + "\n" + "gl_FragColor = vec4((centerColor.rgb * step(maxValue, centerColor.r) * multiplier), 1.0);\n" + "}\n"; public GPUImageNonMaximumSuppressionFilter() { super(NMS_FRAGMENT_SHADER); } }