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Revision ffbf279e

Added by Leszek Koltunski almost 8 years ago

revert latest changes to the fragment shader.
small things in DistortedObjects.

View differences:

src/main/res/raw/main_fragment_shader.glsl
32 32
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,
33 33
                                        // next describes the Region, i.e. area over which the effect is active.
34 34

  
35
const vec3 LUMI3= vec3( 0.2125, 0.7154, 0.0721 );
36
const vec3 ZERO3= vec3(0.0,0.0,0.0);
37
const vec3 HALF3= vec3(0.5,0.5,0.5);
38
const vec2 ONE2 = vec2(1.0,1.0);
39
const vec2 HALF2= vec2(0.5,0.5);
40

  
35
const vec3 LUMI = vec3( 0.2125, 0.7154, 0.0721 );                                        
36
 
41 37
//////////////////////////////////////////////////////////////////////////////////////////////
42 38
// MACROBLOCK EFFECT
43 39

  
44
void macroblock(float degree, int effect, inout vec4 pixel)
40
void macroblock(float degree, int effect, inout vec2 tex)
45 41
  {
46
  vec2 a = degree*(fUniforms[effect].yz-ONE2)+ONE2;
47
  vec2 tex = ( max((1.0-degree)*v_TexCoordinate,floor(v_TexCoordinate*a)) + degree*HALF2 ) / a;
48

  
49
  pixel = texture2D(u_Texture, tex);
42
  vec2 one = vec2(1.0,1.0);  
43
  vec2 a = degree*(fUniforms[effect].yz-one)+one;
44
  tex = ( max((1.0-degree)*tex,floor(tex*a)) + degree*vec2(0.5,0.5) ) / a;
50 45
  }
51 46

  
52 47
//////////////////////////////////////////////////////////////////////////////////////////////
53 48
// CHROMA EFFECT
54 49

  
55
void chroma(float degree, int effect, inout vec4 pixel)
50
void chroma(float degree, int effect, inout vec4 color)
56 51
  {
57
  pixel.rgb = mix( pixel.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x);
52
  color.rgb = mix(color.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x);
58 53
  }
59 54

  
60 55
//////////////////////////////////////////////////////////////////////////////////////////////
61 56
// ALPHA EFFECT (change transparency level)
62 57

  
63
void alpha(float degree, int effect, inout vec4 pixel)
58
void alpha(float degree, int effect, inout vec4 color)
64 59
  {
65
  pixel.a *= (degree*(fUniforms[effect].x-1.0)+1.0);
60
  color.a *= (degree*(fUniforms[effect].x-1.0)+1.0); 
66 61
  }
67 62

  
68 63
//////////////////////////////////////////////////////////////////////////////////////////////
69 64
// BRIGHTNESS EFFECT
70 65

  
71
void brightness(float degree, int effect, inout vec4 pixel)
66
void brightness(float degree, int effect, inout vec4 color)
72 67
  {
73
  pixel.rgb = mix(ZERO3, pixel.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
68
  color.rgb = mix(vec3(0.0,0.0,0.0), color.rgb, degree*(fUniforms[effect].x-1.0)+1.0 ); 
74 69
  }
75

  
70
  
76 71
//////////////////////////////////////////////////////////////////////////////////////////////
77 72
// CONTRAST EFFECT
78 73

  
79
void contrast(float degree, int effect, inout vec4 pixel)
74
void contrast(float degree, int effect, inout vec4 color)
80 75
  {
81
  pixel.rgb = mix(HALF3, pixel.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
76
  color.rgb = mix(vec3(0.5,0.5,0.5), color.rgb, degree*(fUniforms[effect].x-1.0)+1.0 ); 
82 77
  }
83 78

  
84 79
//////////////////////////////////////////////////////////////////////////////////////////////
85 80
// SATURATION EFFECT
86 81

  
87
void saturation(float degree, int effect, inout vec4 pixel)
82
void saturation(float degree, int effect, inout vec4 color)
88 83
  {
89
  float luminance = dot(LUMI3,pixel.rgb);
90
  pixel.rgb = mix(vec3(luminance,luminance,luminance), pixel.rgb, degree*(fUniforms[effect].x-1.0)+1.0 );
84
  float luminance = dot(LUMI,color.rgb);
85
  color.rgb = mix(vec3(luminance,luminance,luminance), color.rgb, degree*(fUniforms[effect].x-1.0)+1.0 ); 
91 86
  }
92 87

  
93 88
#endif
......
96 91

  
97 92
void main()                    		
98 93
  {  
99
  vec4 pixel = texture2D(u_Texture, v_TexCoordinate);
94
  vec2 tex = v_TexCoordinate;
95
  vec4 col = vec4(1.0,1.0,1.0,1.0);
100 96

  
101 97
#if NUM_FRAGMENT>0
102 98
  vec2 diff;
103 99
  float pointDegree;
104

  
100
  
105 101
  for(int i=0; i<fNumEffects; i++)
106 102
    {
107 103
    diff = (v_Position.xy - fUniforms[2*i+1].xy)/fUniforms[2*i+1].zw;
108 104
    pointDegree = max(0.0,1.0-dot(diff,diff));
109 105

  
110
         if( fType[i]==MACROBLOCK        ) macroblock(sign(pointDegree),2*i, pixel);
111
    else if( fType[i]==CHROMA            ) chroma    (sign(pointDegree),2*i, pixel);
112
    else if( fType[i]==SMOOTH_CHROMA     ) chroma    (     pointDegree ,2*i, pixel);
113
    else if( fType[i]==ALPHA             ) alpha     (sign(pointDegree),2*i, pixel);
114
    else if( fType[i]==SMOOTH_ALPHA      ) alpha     (     pointDegree ,2*i, pixel);
115
    else if( fType[i]==BRIGHTNESS        ) brightness(sign(pointDegree),2*i, pixel);
116
    else if( fType[i]==SMOOTH_BRIGHTNESS ) brightness(     pointDegree ,2*i, pixel);
117
    else if( fType[i]==CONTRAST          ) contrast  (sign(pointDegree),2*i, pixel);
118
    else if( fType[i]==SMOOTH_CONTRAST   ) contrast  (     pointDegree ,2*i, pixel);
119
    else if( fType[i]==SATURATION        ) saturation(sign(pointDegree),2*i, pixel);
120
    else if( fType[i]==SMOOTH_SATURATION ) saturation(     pointDegree ,2*i, pixel);
106
         if( fType[i]==MACROBLOCK        ) macroblock(sign(pointDegree),2*i,tex);
107
    else if( fType[i]==CHROMA            ) chroma    (sign(pointDegree),2*i,col);
108
    else if( fType[i]==SMOOTH_CHROMA     ) chroma    (     pointDegree ,2*i,col);
109
    else if( fType[i]==ALPHA             ) alpha     (sign(pointDegree),2*i,col);
110
    else if( fType[i]==SMOOTH_ALPHA      ) alpha     (     pointDegree ,2*i,col);
111
    else if( fType[i]==BRIGHTNESS        ) brightness(sign(pointDegree),2*i,col);
112
    else if( fType[i]==SMOOTH_BRIGHTNESS ) brightness(     pointDegree ,2*i,col);
113
    else if( fType[i]==CONTRAST          ) contrast  (sign(pointDegree),2*i,col);
114
    else if( fType[i]==SMOOTH_CONTRAST   ) contrast  (     pointDegree ,2*i,col);
115
    else if( fType[i]==SATURATION        ) saturation(sign(pointDegree),2*i,col);
116
    else if( fType[i]==SMOOTH_SATURATION ) saturation(     pointDegree ,2*i,col);
121 117
    }
122 118
#endif
123 119
 
124
  gl_FragColor = pixel*0.5*(v_Normal.z+1.0);
120
  gl_FragColor = (col * 0.5 * (v_Normal.z+1.0) * texture2D(u_Texture, tex));
125 121
  }

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