/* * 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 GPUImageOverlayBlendFilter extends GPUImageTwoInputFilter { public static final String OVERLAY_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" + " varying highp vec2 textureCoordinate2;\n" + "\n" + " uniform sampler2D inputImageTexture;\n" + " uniform sampler2D inputImageTexture2;\n" + " \n" + " void main()\n" + " {\n" + " mediump vec4 base = texture2D(inputImageTexture, textureCoordinate);\n" + " mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);\n" + " \n" + " mediump float ra;\n" + " if (2.0 * base.r < base.a) {\n" + " ra = 2.0 * overlay.r * base.r + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);\n" + " } else {\n" + " ra = overlay.a * base.a - 2.0 * (base.a - base.r) * (overlay.a - overlay.r) + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);\n" + " }\n" + " \n" + " mediump float ga;\n" + " if (2.0 * base.g < base.a) {\n" + " ga = 2.0 * overlay.g * base.g + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);\n" + " } else {\n" + " ga = overlay.a * base.a - 2.0 * (base.a - base.g) * (overlay.a - overlay.g) + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);\n" + " }\n" + " \n" + " mediump float ba;\n" + " if (2.0 * base.b < base.a) {\n" + " ba = 2.0 * overlay.b * base.b + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);\n" + " } else {\n" + " ba = overlay.a * base.a - 2.0 * (base.a - base.b) * (overlay.a - overlay.b) + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);\n" + " }\n" + " \n" + " gl_FragColor = vec4(ra, ga, ba, 1.0);\n" + " }"; public GPUImageOverlayBlendFilter() { super(OVERLAY_BLEND_FRAGMENT_SHADER); } }