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June 29, 2017 11:47
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| package project.android.imageprocessing.filter.processing; | |
| import android.opengl.GLES20; | |
| import project.android.imageprocessing.filter.TwoPassMultiPixelFilter; | |
| /** | |
| * A more generalized 3x3 Gaussian blur filter | |
| * blurSize: A multiplier for the size of the blur, ranging from 0.0 on up | |
| * @author Chris Batt | |
| */ | |
| public class GaussianBlurFilter extends TwoPassMultiPixelFilter { | |
| private static final String UNIFORM_BLUR_SIZE = "u_BlurSize"; | |
| private int blurSizeHandle; | |
| private float blurSize; | |
| public GaussianBlurFilter(float blurSize) { | |
| this.blurSize = blurSize; | |
| } | |
| @Override | |
| protected String getFragmentShader() { | |
| return | |
| "precision mediump float;\n" | |
| +"uniform sampler2D "+UNIFORM_TEXTURE0+";\n" | |
| +"varying vec2 "+VARYING_TEXCOORD+";\n" | |
| +"uniform float "+UNIFORM_BLUR_SIZE+";\n" | |
| +"uniform float "+UNIFORM_TEXELWIDTH+";\n" | |
| +"uniform float "+UNIFORM_TEXELHEIGHT+";\n" | |
| +"void main(){\n" | |
| +" vec2 singleStepOffset = vec2("+UNIFORM_TEXELWIDTH+", "+UNIFORM_TEXELHEIGHT+");\n" | |
| +" int multiplier = 0;\n" | |
| +" vec2 blurStep = vec2(0,0);\n" | |
| +" vec2 blurCoordinates[9];" | |
| +" for(int i = 0; i < 9; i++) {\n" | |
| +" multiplier = (i - 4);\n" | |
| +" blurStep = float(multiplier) * "+UNIFORM_BLUR_SIZE+" * singleStepOffset;\n" | |
| +" blurCoordinates[i] = "+VARYING_TEXCOORD+".xy + blurStep;\n" | |
| +" }\n" | |
| +" vec3 sum = vec3(0,0,0);\n" | |
| +" vec4 color = texture2D("+UNIFORM_TEXTURE0+", blurCoordinates[4]);\n" | |
| +" sum += textur" + | |
| "" + | |
| "" + | |
| "e2D("+UNIFORM_TEXTURE0+", blurCoordinates[0]).rgb * 0.05;\n" | |
| +" sum += texture2D("+UNIFORM_TEXTURE0+", blurCoordinates[1]).rgb * 0.09;\n" | |
| +" sum += texture2D("+UNIFORM_TEXTURE0+", blurCoordinates[2]).rgb * 0.12;\n" | |
| +" sum += texture2D("+UNIFORM_TEXTURE0+", blurCoordinates[3]).rgb * 0.15;\n" | |
| +" sum += color.rgb * 0.18;\n" | |
| +" sum += texture2D("+UNIFORM_TEXTURE0+", blurCoordinates[5]).rgb * 0.15;\n" | |
| +" sum += texture2D("+UNIFORM_TEXTURE0+", blurCoordinates[6]).rgb * 0.12;\n" | |
| +" sum += texture2D("+UNIFORM_TEXTURE0+", blurCoordinates[7]).rgb * 0.09;\n" | |
| +" sum += texture2D("+UNIFORM_TEXTURE0+", blurCoordinates[8]).rgb * 0.05;\n" | |
| +" gl_FragColor = vec4(sum, color.a);\n" | |
| +"}\n"; | |
| } | |
| @Override | |
| protected void initShaderHandles() { | |
| super.initShaderHandles(); | |
| blurSizeHandle = GLES20.glGetUniformLocation(programHandle, UNIFORM_BLUR_SIZE); | |
| } | |
| @Override | |
| protected void passShaderValues() { | |
| super.passShaderValues(); | |
| GLES20.glUniform1f(blurSizeHandle, blurSize); | |
| } | |
| } |
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