Revision ffbf279e
Added by Leszek Koltunski over 8 years ago
src/main/java/org/distorted/library/DistortedBitmap.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Default constructor: creates a DistortedBitmap (width,height) pixels in size, with the distortion |
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* grid of size 'size' and does not fill it up with any Bitmap data just yet.
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* grid of 'cols' and does not fill it up with any Bitmap data just yet.
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* <p> |
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* Distortion grid is a grid of rectangles the Bitmap is split to. The vertices of this grid are then |
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* moved around by the Vertex Shader to create various Vertex Effects. |
... | ... | |
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* |
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* @param width width of the DistortedBitmap, in pixels. |
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* @param height height of the DistortedBitmap, in pixels. |
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* @param gridSize Horizontal size of the distortion grid. 2<=size<256. |
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* @param cols Number of columns in the distortion grid. 2<=size<256. |
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* Number of rows gets calculated with 'rows = cols*height/width'. |
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*/ |
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public DistortedBitmap(int width, int height, int gridSize)
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public DistortedBitmap(int width, int height, int cols)
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{ |
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int xsize = gridSize;
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int ysize = xsize*height/width;
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int xsize = cols;
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int ysize = cols*height/width;
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if( xsize<2 ) xsize= 2; |
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if( xsize>256 ) xsize=256; |
... | ... | |
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mSizeX= width; |
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mSizeY= height; |
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mSizeZ= 1;
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mSizeZ= 1; |
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mGrid = new DistortedBitmapGrid(xsize,ysize); |
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initializeData(gridSize);
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initializeData(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/DistortedCubes.java | ||
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* |
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* X |
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* </p> |
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* @param gridSize size, in pixels, of the single 1x1x1 cube our cuboid is built from
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* @param cubeSize size, in pixels, of the single 1x1x1 cube our cuboid is built from
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* @param frontOnly Only create the front wall or side and back as well? |
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*/ |
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public DistortedCubes(int cols, String desc, int gridSize, boolean frontOnly)
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public DistortedCubes(int cols, String desc, int cubeSize, boolean frontOnly)
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{ |
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int Rs = 0; |
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int Cs = 0; |
... | ... | |
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} |
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} |
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mSizeX= gridSize*Cs;
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mSizeY= gridSize*Rs;
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mSizeZ= frontOnly ? 0 : gridSize;
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mSizeX= cubeSize*Cs;
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mSizeY= cubeSize*Rs;
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mSizeZ= frontOnly ? 1 : cubeSize;
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mGrid = new DistortedCubesGrid(cols,desc, frontOnly); |
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initializeData(gridSize);
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initializeData(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/DistortedObject.java | ||
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protected DistortedObjectGrid mGrid = null; |
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protected long mID; |
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protected int mSizeX, mSizeY, mSizeZ, mSize; // in screen space
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protected int mSizeX, mSizeY, mSizeZ; // in screen space |
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protected Bitmap[] mBmp= null; // |
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int[] mTextureDataH; // have to be shared among all the cloned Objects |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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protected void initializeData(int size)
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protected void initializeData() |
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{ |
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mID = DistortedObjectList.add(this); |
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mSize = size; |
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mTextureDataH = new int[1]; |
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mTextureDataH[0]= 0; |
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mBmp = new Bitmap[1]; |
... | ... | |
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mSizeX = dc.mSizeX; |
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mSizeY = dc.mSizeY; |
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mSizeZ = dc.mSizeZ; |
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mSize = dc.mSize; |
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mGrid = dc.mGrid; |
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if( (flags & Distorted.CLONE_BITMAP) != 0 ) |
src/main/java/org/distorted/library/DistortedObjectGrid.java | ||
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protected int dataLength; |
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protected FloatBuffer mGridPositions,mGridColors,mGridNormals,mGridTexture;
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protected FloatBuffer mGridPositions,mGridNormals,mGridTexture; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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src/main/res/raw/main_fragment_shader.glsl | ||
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uniform vec4 fUniforms[2*NUM_FRAGMENT]; // i-th effect is 2 consecutive vec4's: [2*i], [2*i+1]. First vec4 is the Interpolated values, |
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// next describes the Region, i.e. area over which the effect is active. |
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const vec3 LUMI3= vec3( 0.2125, 0.7154, 0.0721 ); |
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const vec3 ZERO3= vec3(0.0,0.0,0.0); |
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const vec3 HALF3= vec3(0.5,0.5,0.5); |
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const vec2 ONE2 = vec2(1.0,1.0); |
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const vec2 HALF2= vec2(0.5,0.5); |
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const vec3 LUMI = vec3( 0.2125, 0.7154, 0.0721 ); |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// MACROBLOCK EFFECT |
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void macroblock(float degree, int effect, inout vec4 pixel)
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void macroblock(float degree, int effect, inout vec2 tex)
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{ |
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vec2 a = degree*(fUniforms[effect].yz-ONE2)+ONE2; |
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vec2 tex = ( max((1.0-degree)*v_TexCoordinate,floor(v_TexCoordinate*a)) + degree*HALF2 ) / a; |
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pixel = texture2D(u_Texture, tex); |
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vec2 one = vec2(1.0,1.0); |
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vec2 a = degree*(fUniforms[effect].yz-one)+one; |
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tex = ( max((1.0-degree)*tex,floor(tex*a)) + degree*vec2(0.5,0.5) ) / a; |
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// CHROMA EFFECT |
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void chroma(float degree, int effect, inout vec4 pixel)
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void chroma(float degree, int effect, inout vec4 color)
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{ |
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pixel.rgb = mix( pixel.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x);
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color.rgb = mix(color.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x);
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// ALPHA EFFECT (change transparency level) |
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void alpha(float degree, int effect, inout vec4 pixel)
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void alpha(float degree, int effect, inout vec4 color)
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{ |
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pixel.a *= (degree*(fUniforms[effect].x-1.0)+1.0);
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color.a *= (degree*(fUniforms[effect].x-1.0)+1.0);
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// BRIGHTNESS EFFECT |
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void brightness(float degree, int effect, inout vec4 pixel)
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void brightness(float degree, int effect, inout vec4 color)
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{ |
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pixel.rgb = mix(ZERO3, pixel.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
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color.rgb = mix(vec3(0.0,0.0,0.0), color.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// CONTRAST EFFECT |
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void contrast(float degree, int effect, inout vec4 pixel)
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void contrast(float degree, int effect, inout vec4 color)
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{ |
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pixel.rgb = mix(HALF3, pixel.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
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color.rgb = mix(vec3(0.5,0.5,0.5), color.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// SATURATION EFFECT |
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void saturation(float degree, int effect, inout vec4 pixel)
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void saturation(float degree, int effect, inout vec4 color)
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{ |
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float luminance = dot(LUMI3,pixel.rgb);
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pixel.rgb = mix(vec3(luminance,luminance,luminance), pixel.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
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float luminance = dot(LUMI,color.rgb);
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color.rgb = mix(vec3(luminance,luminance,luminance), color.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
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} |
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#endif |
... | ... | |
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void main() |
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{ |
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vec4 pixel = texture2D(u_Texture, v_TexCoordinate); |
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vec2 tex = v_TexCoordinate; |
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vec4 col = vec4(1.0,1.0,1.0,1.0); |
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#if NUM_FRAGMENT>0 |
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vec2 diff; |
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float pointDegree; |
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for(int i=0; i<fNumEffects; i++) |
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{ |
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diff = (v_Position.xy - fUniforms[2*i+1].xy)/fUniforms[2*i+1].zw; |
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pointDegree = max(0.0,1.0-dot(diff,diff)); |
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if( fType[i]==MACROBLOCK ) macroblock(sign(pointDegree),2*i, pixel);
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else if( fType[i]==CHROMA ) chroma (sign(pointDegree),2*i, pixel);
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else if( fType[i]==SMOOTH_CHROMA ) chroma ( pointDegree ,2*i, pixel);
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else if( fType[i]==ALPHA ) alpha (sign(pointDegree),2*i, pixel);
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else if( fType[i]==SMOOTH_ALPHA ) alpha ( pointDegree ,2*i, pixel);
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else if( fType[i]==BRIGHTNESS ) brightness(sign(pointDegree),2*i, pixel);
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else if( fType[i]==SMOOTH_BRIGHTNESS ) brightness( pointDegree ,2*i, pixel);
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else if( fType[i]==CONTRAST ) contrast (sign(pointDegree),2*i, pixel);
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else if( fType[i]==SMOOTH_CONTRAST ) contrast ( pointDegree ,2*i, pixel);
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else if( fType[i]==SATURATION ) saturation(sign(pointDegree),2*i, pixel);
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else if( fType[i]==SMOOTH_SATURATION ) saturation( pointDegree ,2*i, pixel);
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if( fType[i]==MACROBLOCK ) macroblock(sign(pointDegree),2*i,tex);
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else if( fType[i]==CHROMA ) chroma (sign(pointDegree),2*i,col);
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else if( fType[i]==SMOOTH_CHROMA ) chroma ( pointDegree ,2*i,col);
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else if( fType[i]==ALPHA ) alpha (sign(pointDegree),2*i,col);
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else if( fType[i]==SMOOTH_ALPHA ) alpha ( pointDegree ,2*i,col);
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else if( fType[i]==BRIGHTNESS ) brightness(sign(pointDegree),2*i,col);
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else if( fType[i]==SMOOTH_BRIGHTNESS ) brightness( pointDegree ,2*i,col);
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else if( fType[i]==CONTRAST ) contrast (sign(pointDegree),2*i,col);
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else if( fType[i]==SMOOTH_CONTRAST ) contrast ( pointDegree ,2*i,col);
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else if( fType[i]==SATURATION ) saturation(sign(pointDegree),2*i,col);
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else if( fType[i]==SMOOTH_SATURATION ) saturation( pointDegree ,2*i,col);
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} |
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#endif |
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gl_FragColor = pixel*0.5*(v_Normal.z+1.0);
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gl_FragColor = (col * 0.5 * (v_Normal.z+1.0) * texture2D(u_Texture, tex));
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} |
Also available in: Unified diff
revert latest changes to the fragment shader.
small things in DistortedObjects.