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diff --git a/src/org/cyanogenmod/wallpapers/photophase/effects/PopArtEffect.java b/src/org/cyanogenmod/wallpapers/photophase/effects/PopArtEffect.java
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+/*
+ * Copyright (C) 2013 The CyanogenMod Project
+ *
+ *
+ * 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.
+ */
+//
+// Based on the shaders of kodemongki:
+// http://kodemongki.blogspot.com.es/2011/06/kameraku-custom-shader-effects-example.html
+//
+
+package org.cyanogenmod.wallpapers.photophase.effects;
+
+import android.media.effect.EffectContext;
+
+/**
+ * A pop art (Warhol) effect<br/>
+ * <table>
+ * <tr><td>Parameter name</td><td>Meaning</td><td>Valid values</td></tr>
+ * </table>
+ */
+public class PopArtEffect extends PhotoPhaseEffect {
+
+ private static final String FRAGMENT_SHADER =
+ "precision mediump float;\n" +
+ "uniform sampler2D tex_sampler;\n" +
+ "varying vec2 v_texcoord;\n" +
+ "void main(void)\n" +
+ "{\n" +
+ " vec3 col = texture2D(tex_sampler, v_texcoord).bgr;\n" +
+ " float y = 0.3 *col.r + 0.59 * col.g + 0.11 * col.b;\n" +
+ " y = y < 0.3 ? 0.0 : (y < 0.6 ? 0.5 : 1.0);\n" +
+ " if (y == 0.5)\n" +
+ " col = vec3(0.8, 0.0, 0.0);\n" +
+ " else if (y == 1.0)\n" +
+ " col = vec3(0.9, 0.9, 0.0);\n" +
+ " else\n" +
+ " col = vec3(0.0, 0.0, 0.0);\n" +
+ " gl_FragColor.a = 1.0;\n" +
+ " gl_FragColor.rgb = col;\n" +
+ "}";
+
+ /**
+ * Constructor of <code>PopArtEffect</code>.
+ *
+ * @param ctx The effect context
+ * @param name The effect name
+ */
+ public PopArtEffect(EffectContext ctx, String name) {
+ super(ctx, PopArtEffect.class.getName());
+ init(VERTEX_SHADER, FRAGMENT_SHADER);
+ }
+
+}