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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effect;
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import android.opengl.GLES30;
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import org.distorted.library.main.DistortedFramebuffer;
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import org.distorted.library.main.DistortedRenderState;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.type.Data1D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class PostprocessEffectBlur extends PostprocessEffect
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{
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private static final int MAX_HALO = 50; // Support effects creating up to MAX_HALO pixels wide 'halo' around the object.
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private Data1D mBlurRadius;
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private static final float GAUSSIAN[] = // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
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{ // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates.
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0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f,
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0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f,
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0.333229f, 0.327138f, 0.320868f, 0.314436f, 0.307856f, 0.301142f, 0.294309f, 0.287373f, 0.280348f, 0.273248f,
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0.266089f, 0.258884f, 0.251648f, 0.244394f, 0.237135f, 0.229886f, 0.222657f, 0.215461f, 0.208311f, 0.201217f,
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0.194189f, 0.187238f, 0.180374f, 0.173605f, 0.166940f, 0.160386f, 0.153951f, 0.147641f, 0.141462f, 0.135420f,
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0.129520f, 0.123765f, 0.118159f, 0.112706f, 0.107408f, 0.102266f, 0.097284f, 0.092461f, 0.087797f, 0.083294f,
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0.078951f, 0.074767f, 0.070741f, 0.066872f, 0.063158f, 0.059596f, 0.056184f, 0.052920f, 0.049801f, 0.046823f,
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0.043984f, 0.041280f, 0.038707f, 0.036262f, 0.033941f, 0.031740f, 0.029655f, 0.027682f, 0.025817f, 0.024056f,
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0.022395f, 0.020830f, 0.019357f, 0.017971f, 0.016670f, 0.015450f, 0.014305f, 0.013234f, 0.012232f, 0.011295f,
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0.010421f, 0.009606f, 0.008847f, 0.008140f, 0.007483f, 0.006873f, 0.006307f, 0.005782f, 0.005296f, 0.004847f,
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0.004432f, 0.000000f
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};
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private static final int NUM_GAUSSIAN = GAUSSIAN.length-2;
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// The (fixed-function-sampled) Gaussian Blur kernels are of the size k0=1, k1=2, k2=2, k3=3, k4=3, k5=4, k6=4,...
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// i.e. k(i)=floor((i+3)/2). (the 'i' in k(i) means 'blur taking into account the present pixel and 'i' pixels
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// in all 4 directions)
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// We need room for MAX_BLUR of them, and sum(i=0...N, floor((i+3)/2)) = N + floor(N*N/4)
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private static float[] weightsCache = new float[MAX_HALO + MAX_HALO*MAX_HALO/4];
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private static float[] offsetsCache = new float[MAX_HALO + MAX_HALO*MAX_HALO/4];
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private static float[] mWeights = new float[MAX_HALO];
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private static float[] mOffsets = new float[MAX_HALO];
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private static DistortedProgram mBlur1Program, mBlur2Program;
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private static int mBlur1Index, mBlur2Index;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Blur the object.
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*
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* @param blurRadius The 'strength' if the effect, in pixels. 0 = no blur, 10 = when blurring a given pixel,
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* take into account 10 pixels in each direction.
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*/
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public PostprocessEffectBlur(Data1D blurRadius)
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{
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super(EffectName.BLUR);
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mBlurRadius = blurRadius;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean compute(float[] uniforms, int index, long currentDuration, long step )
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{
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return mBlurRadius.get(uniforms,index,currentDuration,step);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int apply(float[] uniforms, int index, float qualityScale, DistortedFramebuffer buffer)
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{
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if( mBlur1Program==null)
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{
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mBlur1Program = mPrograms.get(mBlur1Index);
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mBlur2Program = mPrograms.get(mBlur2Index);
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}
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buffer.setAsOutput();
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float w1 = buffer.getWidth();
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float h1 = buffer.getHeight();
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float near= 1.0f - buffer.getNear();
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int radius = (int)(uniforms[index]*qualityScale);
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if( radius>=MAX_HALO ) radius = MAX_HALO-1;
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computeGaussianKernel(radius);
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int offset = radius + radius*radius/4;
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radius = (radius+1)/2;
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// horizontal blur
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GLES30.glViewport(0, 0, (int)w1, (int)h1);
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mBlur1Program.useProgram();
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buffer.bindForOutput(1);
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buffer.setAsInput(0);
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GLES30.glUniform1fv( mBlur1Program.mUniform[3], radius+1, weightsCache,offset);
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GLES30.glUniform1i( mBlur1Program.mUniform[4], radius);
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GLES30.glUniform1f( mBlur1Program.mUniform[0] , near);
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GLES30.glUniform1i( mBlur1Program.mUniform[1] , 0 );
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h1;
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GLES30.glUniform1fv( mBlur1Program.mUniform[2] ,radius+1, mOffsets,0);
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GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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DistortedRenderState.useStencilMark();
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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DistortedRenderState.unuseStencilMark();
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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// vertical blur
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mBlur2Program.useProgram();
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buffer.bindForOutput(0);
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buffer.setAsInput(1);
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GLES30.glColorMask(true,true,true,true);
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GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
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GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
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GLES30.glUniform1fv( mBlur2Program.mUniform[3], radius+1, weightsCache,offset);
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GLES30.glUniform1i( mBlur2Program.mUniform[4], radius);
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GLES30.glUniform1f( mBlur2Program.mUniform[0] , near);
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GLES30.glUniform1i( mBlur2Program.mUniform[1] , 0 );
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w1;
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GLES30.glUniform1fv( mBlur2Program.mUniform[2] ,radius+1, mOffsets,0);
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GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
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GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
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DistortedRenderState.useStencilMark();
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
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DistortedRenderState.unuseStencilMark();
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static void enable()
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{
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final String blurVertex =
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"#version 300 es \n"+
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"precision lowp float; \n"+
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"in vec2 a_Position; \n"+
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"in vec2 a_TexCoord; \n"+
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"out vec2 v_TexCoord; \n"+
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"uniform float u_Depth; \n"+
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"void main() \n"+
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" { \n"+
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" v_TexCoord = a_TexCoord; \n"+
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" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+
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"}";
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final String blurFragment1 =
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"#version 300 es \n"+
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"#define MAX_BLUR "+MAX_HALO+ "\n"+
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"precision lowp float; \n"+
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"in vec2 v_TexCoord; \n"+
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"out vec4 fragColor; \n"+
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"uniform sampler2D u_ColorTexture; \n"+
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"uniform float u_Offsets[MAX_BLUR]; \n"+
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"uniform float u_Weights[MAX_BLUR]; \n"+
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"uniform int u_Radius; \n"+
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"void main() \n"+
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" { \n"+
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" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+
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" for (int i=1; i<=u_Radius; i+=1) \n"+
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" { \n"+
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+
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" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+
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" } \n"+
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"fragColor = pixel; \n"+
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"}";
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final String blurFragment2 =
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"#version 300 es \n"+
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"#define MAX_BLUR "+MAX_HALO+ "\n"+
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"precision lowp float; \n"+
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"in vec2 v_TexCoord; \n"+
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"out vec4 fragColor; \n"+
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"uniform sampler2D u_ColorTexture; \n"+
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"uniform float u_Offsets[MAX_BLUR]; \n"+
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"uniform float u_Weights[MAX_BLUR]; \n"+
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"uniform int u_Radius; \n"+
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"void main() \n"+
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" { \n"+
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" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+
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" for (int i=1; i<=u_Radius; i+=1) \n"+
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" { \n"+
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+
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" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+
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" } \n"+
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"fragColor = pixel; \n"+
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"}";
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mBlur1Index = PostprocessEffect.register("BLUR1", blurVertex,blurFragment1);
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mBlur2Index = PostprocessEffect.register("BLUR2", blurVertex,blurFragment2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// This implements the 'Better separable implementation using GPU fixed function sampling' from
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// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
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private void computeGaussianKernel(int radius)
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{
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int offset = radius + radius*radius/4;
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if( weightsCache[offset]==0.0f )
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{
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float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3);
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mWeights[0] = GAUSSIAN[0];
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float sum = GAUSSIAN[0];
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int j;
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for(int i=1; i<=radius; i++)
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{
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x += P;
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j = (int)x;
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z = x-j;
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mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1];
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sum += 2*mWeights[i];
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}
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for(int i=0; i<=radius; i++) mWeights[i] /= sum;
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int numloops = radius/2;
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weightsCache[offset] = mWeights[0];
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offsetsCache[offset] = 0.0f;
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for(int i=0; i<numloops; i++)
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{
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offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2);
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weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2];
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offsetsCache[offset+i+1]/= weightsCache[offset+i+1];
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}
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if( radius%2 == 1 )
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{
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int index = offset + radius/2 +1;
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offsetsCache[index]=radius;
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weightsCache[index]=mWeights[radius];
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}
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}
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}
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}
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