/*
* 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 GPUImageColorDodgeBlendFilter extends GPUImageTwoInputFilter {
public static final String COLOR_DODGE_BLEND_FRAGMENT_SHADER = "precision mediump float;\n" +
" \n" +
" varying highp vec2 textureCoordinate;\n" +
" varying highp vec2 textureCoordinate2;\n" +
" \n" +
" uniform sampler2D inputImageTexture;\n" +
" uniform sampler2D inputImageTexture2;\n" +
" \n" +
" void main()\n" +
" {\n" +
" vec4 base = texture2D(inputImageTexture, textureCoordinate);\n" +
" vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);\n" +
" \n" +
" vec3 baseOverlayAlphaProduct = vec3(overlay.a * base.a);\n" +
" vec3 rightHandProduct = overlay.rgb * (1.0 - base.a) + base.rgb * (1.0 - overlay.a);\n" +
" \n" +
" vec3 firstBlendColor = baseOverlayAlphaProduct + rightHandProduct;\n" +
" vec3 overlayRGB = clamp((overlay.rgb / clamp(overlay.a, 0.01, 1.0)) * step(0.0, overlay.a), 0.0, 0.99);\n" +
" \n" +
" vec3 secondBlendColor = (base.rgb * overlay.a) / (1.0 - overlayRGB) + rightHandProduct;\n" +
" \n" +
" vec3 colorChoice = step((overlay.rgb * base.a + base.rgb * overlay.a), baseOverlayAlphaProduct);\n" +
" \n" +
" gl_FragColor = vec4(mix(firstBlendColor, secondBlendColor, colorChoice), 1.0);\n" +
" }";
public GPUImageColorDodgeBlendFilter() {
super(COLOR_DODGE_BLEND_FRAGMENT_SHADER);
}
}