blob: aff5e9ef1ab8498ec68d5fc4d509ff0be4492f81 [file] [log] [blame]
Aurimas Liutikas88c7ff12023-08-10 12:42:26 -07001/*
2 * Copyright (C) 2011 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17package android.filterpacks.imageproc;
18
19import android.filterfw.core.FilterContext;
20import android.filterfw.core.Program;
21import android.filterfw.core.ShaderProgram;
22
23/**
24 * The filter linearly blends "left" and "right" frames. The blending weight is
25 * the multiplication of parameter "blend" and the alpha value in "right" frame.
26 * @hide
27 */
28public class BlendFilter extends ImageCombineFilter {
29
30 private final String mBlendShader =
31 "precision mediump float;\n" +
32 "uniform sampler2D tex_sampler_0;\n" +
33 "uniform sampler2D tex_sampler_1;\n" +
34 "uniform float blend;\n" +
35 "varying vec2 v_texcoord;\n" +
36 "void main() {\n" +
37 " vec4 colorL = texture2D(tex_sampler_0, v_texcoord);\n" +
38 " vec4 colorR = texture2D(tex_sampler_1, v_texcoord);\n" +
39 " float weight = colorR.a * blend;\n" +
40 " gl_FragColor = mix(colorL, colorR, weight);\n" +
41 "}\n";
42
43 public BlendFilter(String name) {
44 super(name, new String[] { "left", "right" }, "blended", "blend");
45 }
46
47 @Override
48 protected Program getNativeProgram(FilterContext context) {
49 throw new RuntimeException("TODO: Write native implementation for Blend!");
50 }
51
52 @Override
53 protected Program getShaderProgram(FilterContext context) {
54 return new ShaderProgram(context, mBlendShader);
55 }
56}