1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
|
/*
* Copyright (C) 2013 Jorge Ruesga
*
*
* 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 com.ruesga.android.wallpapers.photophase.effects;
import android.media.effect.EffectContext;
/**
* A blur effect<br/>
* <table>
* <tr><td>Parameter name</td><td>Meaning</td><td>Valid values</td></tr>
* </table>
*/
public class BlurEffect 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" +
" float step = 0.02;\n" +
" vec3 c1 = texture2D(tex_sampler, vec2(v_texcoord.s - step, v_texcoord.t - step)).bgr;\n" +
" vec3 c2 = texture2D(tex_sampler, vec2(v_texcoord.s + step, v_texcoord.t + step)).bgr;\n" +
" vec3 c3 = texture2D(tex_sampler, vec2(v_texcoord.s - step, v_texcoord.t + step)).bgr;\n" +
" vec3 c4 = texture2D(tex_sampler, vec2(v_texcoord.s + step, v_texcoord.t - step)).bgr;\n" +
" gl_FragColor.a = 1.0;\n" +
" gl_FragColor.rgb = (c1 + c2 + c3 + c4) / 4.0;\n" +
"}";
/**
* Constructor of <code>BlurEffect</code>.
*
* @param ctx The effect context
* @param name The effect name
*/
public BlurEffect(EffectContext ctx, String name) {
super(ctx, BlurEffect.class.getName());
init(VERTEX_SHADER, FRAGMENT_SHADER);
}
}
|