package com.glview.graphics.shader; import com.glview.libgdx.graphics.glutils.ShaderProgram; import com.glview.libgdx.graphics.glutils.ShaderProgram.HandleInfo; public class BlurShader extends BaseShader { float mRadius; public HandleInfo mRadiusHandle; public HandleInfo mTexSizeHandle; public BlurShader() { mRadiusHandle = new HandleInfo("u_radius"); mTexSizeHandle = new HandleInfo("u_texSize"); } public void setRadius(float radius) { mRadius = (int) radius; } @Override protected String generateVertexShader() { StringBuffer vertexShader = new StringBuffer(); vertexShader.append("attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";\n"); // vertexShader.append("uniform vec4 u_texSize;\n");// vertexShader.append("uniform mat4 u_projTrans;\n"); // vertexShader.append("varying vec2 v_texCoords;\n"); // vertexShader.append("varying vec2 v_texSize;\n"); // vertexShader.append("\n"); // vertexShader.append("void main()\n"); // vertexShader.append("{\n"); // vertexShader.append(" v_texCoords = vec2(("+ ShaderProgram.POSITION_ATTRIBUTE + ".x - u_texSize.x)/u_texSize.z, ("+ ShaderProgram.POSITION_ATTRIBUTE + ".y - u_texSize.y)/u_texSize.w);\n"); vertexShader.append(" v_texSize = vec2(u_texSize.z, u_texSize.w);\n"); vertexShader.append(" gl_Position = u_projTrans * " + ShaderProgram.POSITION_ATTRIBUTE + ";\n"); // vertexShader.append("}\n");; return vertexShader.toString(); } @Override protected String generateFragmentShader() { StringBuffer fragmentShader = new StringBuffer(); fragmentShader.append("#ifdef GL_ES\n"); // fragmentShader.append("#define LOWP lowp\n"); // fragmentShader.append("precision mediump float;\n"); // fragmentShader.append("#else\n"); // fragmentShader.append("#define LOWP \n"); // fragmentShader.append("#endif\n"); // fragmentShader.append("varying vec2 v_texCoords;\n"); // fragmentShader.append("uniform sampler2D u_texture;\n"); // fragmentShader.append("uniform vec4 u_ColorTotal; \n");// fragmentShader.append("uniform float u_radius;\n"); fragmentShader.append("varying vec2 v_texSize;\n");// fragmentShader.append("float gaussian(float x)\n");// fragmentShader.append("{\n");// fragmentShader.append(" return 0.01 * pow(2.71828183, -x*x/(1.0) ); \n");// fragmentShader.append("}\n");// fragmentShader.append("void main()\n");// fragmentShader.append("{\n"); // fragmentShader.append(" vec4 sum = vec4(0.0);\n"); fragmentShader.append(" float i, j, gaussTotal=0.0, temp;\n"); fragmentShader.append(" for(i = -u_radius; i <= u_radius; i+=1.0){\n"); fragmentShader.append(" for(j = -u_radius; j <= u_radius; j+=1.0){\n"); // fragmentShader.append(" temp = gaussian(sqrt( i*i + j*j ));\n"); fragmentShader.append(" temp = 0.25/u_radius/u_radius;\n"); fragmentShader.append(" gaussTotal += temp;\n"); fragmentShader.append(" sum += temp * texture2D(u_texture, v_texCoords + vec2(i,j)/v_texSize);\n"); fragmentShader.append(" }\n"); fragmentShader.append(" }\n"); fragmentShader.append(" gl_FragColor = u_ColorTotal*(sum/gaussTotal);\n"); // fragmentShader.append("}"); return fragmentShader.toString(); } @Override public void setupCustomValues() { getShaderProgram().setUniformf(mRadiusHandle, mRadius); } @Override public void setupTextureCoords(float x, float y, float width, float height) { getShaderProgram().setUniformf(mTexSizeHandle, x, y, width, height); } }