java->shader传参
//shader传值
private static final String UNIFORM_FLASH_PHASE = "flashPhase";
private static final String UNIFORM_PROGRESS = "progress";
private static final String UNIFORM_FLASHINTENSITY = "flashIntensity";
private static final String UNIFORM_FLASHZOOMEFFECT = "flashZoomEffect";
private static final String UNIFORM_FLASHCOLOR = "flashColor";
private int handlerflash_phase ;
private int handlerprogress ;
private int handlerflashintensity ;
private int handlerflashzoomeffect ;
private int handlerflashcolor ;
private float flashPhase;
private float progress;
private float flashIntensity;
private float flashZoomEffect;
private float r = 1.0f,g = 1.0f,b = 1.0f;
protected void initShaderHandles() {
super.initShaderHandles();
progress = 0;
flashPhase = 0.6f;
flashIntensity = 3.0f;
flashZoomEffect = 0.5f;
this.r = 1.0f;
this.g = 1.0f;
this.b = 1.0f;
handlerflash_phase = GLES20.glGetUniformLocation(programHandle,UNIFORM_FLASH_PHASE);
handlerprogress = GLES20.glGetUniformLocation(programHandle,UNIFORM_PROGRESS );
handlerflashintensity = GLES20.glGetUniformLocation(programHandle,UNIFORM_FLASHINTENSITY);
handlerflashzoomeffect = GLES20.glGetUniformLocation(programHandle,UNIFORM_FLASHZOOMEFFECT);
handlerflashcolor = GLES20.glGetUniformLocation(programHandle,UNIFORM_FLASHCOLOR );
GLES20.glUniform3f(handlerflashcolor, r, g, b );
GLES20.glUniform1f(handlerprogress, progress);
GLES20.glUniform1f(handlerflash_phase, flashPhase);
GLES20.glUniform1f(handlerflashintensity, flashIntensity);
GLES20.glUniform1f(handlerflashzoomeffect, flashZoomEffect);
}
@Override
protected String getFragmentShader() {
return "precision highp float;\n" +
"\n" +
"varying highp vec2 textureCoordinate;\n" +
"\n" +
"uniform sampler2D inputImageTexture0;\n" +
"uniform sampler2D inputImageTexture1;\n" +
"\n" +
"uniform float progress;\n" +
"\n" +
"uniform float flashPhase; // if 0.0, the image directly turn grayscale, if 0.9, the grayscale transition phase is very important\n" +
"uniform float flashIntensity;\n" +
"uniform float flashZoomEffect;\n" +
"\n" +
"uniform vec3 flashColor;\n" +
"\n" +
"const float flashVelocity = 3.0;\n" +
"\n" +
"void main() {\n" +
" vec2 p = textureCoordinate;\n" +
" vec4 fc = texture2D(inputImageTexture0, p);\n" +
" vec4 tc = texture2D(inputImageTexture1, p);\n" +
" float intensity = mix(1.0, 2.0*distance(p, vec2(0.5, 0.5)), flashZoomEffect) * flashIntensity * pow(smoothstep(flashPhase, 0.0, distance(0.5, progress)), flashVelocity);\n" +
" vec4 c = mix(texture2D(inputImageTexture0, p), texture2D(inputImageTexture1, p), smoothstep(0.5*(1.0-flashPhase), 0.5*(1.0+flashPhase), progress));\n" +
" c += intensity * vec4(flashColor, 1.0);\n" +
" gl_FragColor = c;\n" +
"}\n";//super.getFragmentShader();
}