Back to project page FxCameraApp.
The source code is released under:
MIT License
If you think the Android project FxCameraApp listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.
package com.af.experiments.FxCameraApp.shaders; /*from w w w . j a v a 2 s. c om*/ public class GlWeakPixelInclusionShader extends GlThreex3TextureSamplingShader { private static final String FRAGMENT_SHADER = "precision lowp float;\n" + "uniform lowp sampler2D sTexture;\n" + "varying vec2 textureCoordinate;\n" + "varying vec2 leftTextureCoordinate;\n" + "varying vec2 rightTextureCoordinate;\n" + "varying vec2 topTextureCoordinate;\n" + "varying vec2 topLeftTextureCoordinate;\n" + "varying vec2 topRightTextureCoordinate;\n" + "varying vec2 bottomTextureCoordinate;\n" + "varying vec2 bottomLeftTextureCoordinate;\n" + "varying vec2 bottomRightTextureCoordinate;\n" + "void main() {\n" + "float bottomLeftIntensity = texture2D(sTexture, bottomLeftTextureCoordinate).r;" + "float topRightIntensity = texture2D(sTexture, topRightTextureCoordinate).r;" + "float topLeftIntensity = texture2D(sTexture, topLeftTextureCoordinate).r;" + "float bottomRightIntensity = texture2D(sTexture, bottomRightTextureCoordinate).r;" + "float leftIntensity = texture2D(sTexture, leftTextureCoordinate).r;" + "float rightIntensity = texture2D(sTexture, rightTextureCoordinate).r;" + "float bottomIntensity = texture2D(sTexture, bottomTextureCoordinate).r;" + "float topIntensity = texture2D(sTexture, topTextureCoordinate).r;" + "float centerIntensity = texture2D(sTexture, textureCoordinate).r;" + "float pixelIntensitySum = bottomLeftIntensity + topRightIntensity + topLeftIntensity + bottomRightIntensity + leftIntensity + rightIntensity + bottomIntensity + topIntensity + centerIntensity;" + "float sumTest = step(1.5, pixelIntensitySum);" + "float pixelTest = step(0.01, centerIntensity);" + "gl_FragColor = vec4(vec3(sumTest * pixelTest), 1.0);" + "}"; public GlWeakPixelInclusionShader() { super(FRAGMENT_SHADER); } }