Repository: WeLikeVis/CameraFilter
Branch: master
Commit: 0062da6aea0a
Files: 94
Total size: 149.7 KB
Directory structure:
gitextract_vkslxcew/
├── .gitignore
├── LICENSE
├── README.md
├── app/
│ ├── .gitignore
│ ├── build.gradle
│ ├── proguard-rules.pro
│ └── src/
│ └── main/
│ ├── AndroidManifest.xml
│ ├── java/
│ │ └── cn/
│ │ └── nekocode/
│ │ └── camerafilter/
│ │ ├── CameraRenderer.java
│ │ ├── MainActivity.java
│ │ ├── MyGLUtils.java
│ │ ├── RenderBuffer.java
│ │ └── filter/
│ │ ├── AsciiArtFilter.java
│ │ ├── BasicDeformFilter.java
│ │ ├── BlackAndWhiteFilter.java
│ │ ├── BlueorangeFilter.java
│ │ ├── CameraFilter.java
│ │ ├── CartoonFilter.java
│ │ ├── CastingFilter.java
│ │ ├── ChromaticAberrationFilter.java
│ │ ├── ContrastFilter.java
│ │ ├── CrackedFilter.java
│ │ ├── CrosshatchFilter.java
│ │ ├── EMInterferenceFilter.java
│ │ ├── EdgeDetectionFilter.java
│ │ ├── GrayFilter.java
│ │ ├── HexagonMosaicFilter.java
│ │ ├── JFAVoronoiFilter.java
│ │ ├── LegofiedFilter.java
│ │ ├── LichtensteinEsqueFilter.java
│ │ ├── MappingFilter.java
│ │ ├── MirrorFilter.java
│ │ ├── MoneyFilter.java
│ │ ├── NegativeFilter.java
│ │ ├── NoiseWarpFilter.java
│ │ ├── NostalgiaFilter.java
│ │ ├── OriginalFilter.java
│ │ ├── PixelizeFilter.java
│ │ ├── PolygonizationFilter.java
│ │ ├── RefractionFilter.java
│ │ ├── ReliefFilter.java
│ │ ├── SwirlFilter.java
│ │ ├── TileMosaicFilter.java
│ │ ├── TrianglesMosaicFilter.java
│ │ ├── TripleFilter.java
│ │ └── WaterReflectionFilter.java
│ └── res/
│ ├── menu/
│ │ └── filter.xml
│ ├── raw/
│ │ ├── ascii_art.fsh
│ │ ├── basic_deform.fsh
│ │ ├── black_and_white.fsh
│ │ ├── blue_orange.fsh
│ │ ├── cartoon.fsh
│ │ ├── casting.fsh
│ │ ├── chromatic_aberration.fsh
│ │ ├── contrast.fsh
│ │ ├── cracked.fsh
│ │ ├── crosshatch.fsh
│ │ ├── edge_detection.fsh
│ │ ├── em_interference.fsh
│ │ ├── gray.fsh
│ │ ├── hexagon_mosaic.fsh
│ │ ├── legofied.fsh
│ │ ├── lichtenstein_esque.fsh
│ │ ├── mapping.fsh
│ │ ├── mirror.fsh
│ │ ├── money_filter.fsh
│ │ ├── negative.fsh
│ │ ├── noise_warp.fsh
│ │ ├── nostalgia.fsh
│ │ ├── original.fsh
│ │ ├── original_rtt.fsh
│ │ ├── pixelize.fsh
│ │ ├── polygonization.fsh
│ │ ├── refraction.fsh
│ │ ├── relief.fsh
│ │ ├── swirl.fsh
│ │ ├── tile_mosaic.fsh
│ │ ├── triangles_mosaic.fsh
│ │ ├── triple.fsh
│ │ ├── vertext.vsh
│ │ ├── voronoi.fsh
│ │ ├── voronoi_buf_a.fsh
│ │ ├── voronoi_buf_b.fsh
│ │ ├── voronoi_buf_c.fsh
│ │ └── water_reflection.fsh
│ └── values/
│ ├── colors.xml
│ ├── strings.xml
│ └── styles.xml
├── build.gradle
├── gradle/
│ └── wrapper/
│ ├── gradle-wrapper.jar
│ └── gradle-wrapper.properties
├── gradle.properties
├── gradlew
├── gradlew.bat
└── settings.gradle
================================================
FILE CONTENTS
================================================
================================================
FILE: .gitignore
================================================
.gradle
.idea
/local.properties
/.idea/workspace.xml
/.idea/libraries
.DS_Store
/build
/captures
*.iml
*.apk
*.jobf
================================================
FILE: LICENSE
================================================
Apache License
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================================================
FILE: README.md
================================================
# CameraFilter
[](http://www.apache.org/licenses/LICENSE-2.0.html)
Realtime camera filters. Process frames by OpenGL shaders.
**[Download the apk](https://github.com/nekocode/CameraFilter/releases)** to have a try.
## Filters
Thanks to the original authors of the shader codes. I just port them from webgl to opengl es.
| Filter | Preview | Filter | Preview |
| :----- | :------ | :----- | :------ |
| [Edge Detection](https://www.shadertoy.com/view/Xtd3W7) |  | [Pixelize](https://www.shadertoy.com/view/4lXXDH) | |
| [EM Interference](https://www.shadertoy.com/view/lsXSWl) | | [Triangles Mosaic](https://www.shadertoy.com/view/4d2SWy) |  |
| [Legofied](https://www.shadertoy.com/view/XtBSzy) |  | [Tile Mosaic](https://www.shadertoy.com/view/MtfXRN) |  |
| [Blueorange](https://www.shadertoy.com/view/MslGzr) |  | [Chromatic Aberration](https://www.shadertoy.com/view/Mds3zn) |  |
| [Basic Deform](https://www.shadertoy.com/view/XdsGzH) |  | [Contrast](https://www.shadertoy.com/view/Xdf3RN) |  |
| [NoiseWarp](https://www.shadertoy.com/view/4sX3RN) |  | [Refraction](https://www.shadertoy.com/view/MsX3zN) |  |
| [Mapping](https://www.shadertoy.com/view/XsX3R7) |  | [Crosshatch](https://www.shadertoy.com/view/MdX3Dr) |  |
| [Lichtenstein-esque](https://www.shadertoy.com/view/Mdf3zS) |  | [Ascii Art](https://www.shadertoy.com/view/lssGDj) |  |
| [Money Filter](https://www.shadertoy.com/view/XlsXDN) |  | [Cracked](https://www.shadertoy.com/view/XdBSzW) |  |
| [Polygonization](https://www.shadertoy.com/view/4lsXR7) |  | [JFA Voronoi](https://www.shadertoy.com/view/4sy3W3) |  |
================================================
FILE: app/.gitignore
================================================
/build
================================================
FILE: app/build.gradle
================================================
apply plugin: "com.android.application"
android {
compileSdkVersion 27
buildToolsVersion "28.0.3"
defaultConfig {
applicationId "cn.nekocode.camerafilter"
minSdkVersion 15
targetSdkVersion 27
versionCode 212
versionName "2.4"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile("proguard-android.txt"), "proguard-rules.pro"
}
}
}
dependencies {
implementation fileTree(dir: "libs", include: ["*.jar"])
implementation "com.android.support:appcompat-v7:27.1.1"
}
================================================
FILE: app/proguard-rules.pro
================================================
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in /usr/local/opt/android-sdk/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
================================================
FILE: app/src/main/AndroidManifest.xml
================================================
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="cn.nekocode.camerafilter">
<uses-permission android:name="android.permission.CAMERA"/>
<uses-feature
android:name="android.hardware.camera"
android:required="true"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:supportsRtl="true"
android:theme="@style/AppTheme">
<activity
android:name=".MainActivity"
android:screenOrientation="portrait"
>
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/CameraRenderer.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter;
import android.content.Context;
import android.graphics.SurfaceTexture;
import android.hardware.Camera;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.util.Log;
import android.util.Pair;
import android.util.SparseArray;
import android.view.TextureView;
import java.io.IOException;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;
import cn.nekocode.camerafilter.filter.AsciiArtFilter;
import cn.nekocode.camerafilter.filter.BasicDeformFilter;
import cn.nekocode.camerafilter.filter.BlackAndWhiteFilter;
import cn.nekocode.camerafilter.filter.BlueorangeFilter;
import cn.nekocode.camerafilter.filter.CameraFilter;
import cn.nekocode.camerafilter.filter.CartoonFilter;
import cn.nekocode.camerafilter.filter.CastingFilter;
import cn.nekocode.camerafilter.filter.ChromaticAberrationFilter;
import cn.nekocode.camerafilter.filter.ContrastFilter;
import cn.nekocode.camerafilter.filter.CrackedFilter;
import cn.nekocode.camerafilter.filter.CrosshatchFilter;
import cn.nekocode.camerafilter.filter.EMInterferenceFilter;
import cn.nekocode.camerafilter.filter.EdgeDetectionFilter;
import cn.nekocode.camerafilter.filter.GrayFilter;
import cn.nekocode.camerafilter.filter.HexagonMosaicFilter;
import cn.nekocode.camerafilter.filter.JFAVoronoiFilter;
import cn.nekocode.camerafilter.filter.LegofiedFilter;
import cn.nekocode.camerafilter.filter.LichtensteinEsqueFilter;
import cn.nekocode.camerafilter.filter.MappingFilter;
import cn.nekocode.camerafilter.filter.MirrorFilter;
import cn.nekocode.camerafilter.filter.MoneyFilter;
import cn.nekocode.camerafilter.filter.NegativeFilter;
import cn.nekocode.camerafilter.filter.NoiseWarpFilter;
import cn.nekocode.camerafilter.filter.NostalgiaFilter;
import cn.nekocode.camerafilter.filter.OriginalFilter;
import cn.nekocode.camerafilter.filter.PixelizeFilter;
import cn.nekocode.camerafilter.filter.PolygonizationFilter;
import cn.nekocode.camerafilter.filter.RefractionFilter;
import cn.nekocode.camerafilter.filter.ReliefFilter;
import cn.nekocode.camerafilter.filter.SwirlFilter;
import cn.nekocode.camerafilter.filter.TileMosaicFilter;
import cn.nekocode.camerafilter.filter.TrianglesMosaicFilter;
import cn.nekocode.camerafilter.filter.TripleFilter;
import cn.nekocode.camerafilter.filter.WaterReflectionFilter;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class CameraRenderer implements Runnable, TextureView.SurfaceTextureListener {
private static final String TAG = "CameraRenderer";
private static final int EGL_OPENGL_ES2_BIT = 4;
private static final int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
private static final int DRAW_INTERVAL = 1000 / 30;
private Thread renderThread;
private Context context;
private SurfaceTexture surfaceTexture;
private int gwidth, gheight;
private EGLDisplay eglDisplay;
private EGLSurface eglSurface;
private EGLContext eglContext;
private EGL10 egl10;
private Camera camera;
private SurfaceTexture cameraSurfaceTexture;
private int cameraTextureId;
private CameraFilter selectedFilter;
private int selectedFilterId = R.id.filter0;
private SparseArray<CameraFilter> cameraFilterMap = new SparseArray<>();
public CameraRenderer(Context context) {
this.context = context;
}
@Override
public void onSurfaceTextureUpdated(SurfaceTexture surface) {
}
@Override
public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
gwidth = -width;
gheight = -height;
}
@Override
public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
if (camera != null) {
camera.stopPreview();
camera.release();
}
if (renderThread != null && renderThread.isAlive()) {
renderThread.interrupt();
}
CameraFilter.release();
return true;
}
@Override
public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) {
if (renderThread != null && renderThread.isAlive()) {
renderThread.interrupt();
}
renderThread = new Thread(this);
surfaceTexture = surface;
gwidth = -width;
gheight = -height;
// Open camera
Pair<Camera.CameraInfo, Integer> backCamera = getBackCamera();
final int backCameraId = backCamera.second;
camera = Camera.open(backCameraId);
// Start rendering
renderThread.start();
}
public void setSelectedFilter(int id) {
selectedFilterId = id;
selectedFilter = cameraFilterMap.get(id);
if (selectedFilter != null)
selectedFilter.onAttach();
}
@Override
public void run() {
initGL(surfaceTexture);
// Setup camera filters map
cameraFilterMap.append(R.id.filter0, new OriginalFilter(context));
cameraFilterMap.append(R.id.filter1, new EdgeDetectionFilter(context));
cameraFilterMap.append(R.id.filter2, new PixelizeFilter(context));
cameraFilterMap.append(R.id.filter3, new EMInterferenceFilter(context));
cameraFilterMap.append(R.id.filter4, new TrianglesMosaicFilter(context));
cameraFilterMap.append(R.id.filter5, new LegofiedFilter(context));
cameraFilterMap.append(R.id.filter6, new TileMosaicFilter(context));
cameraFilterMap.append(R.id.filter7, new BlueorangeFilter(context));
cameraFilterMap.append(R.id.filter8, new ChromaticAberrationFilter(context));
cameraFilterMap.append(R.id.filter9, new BasicDeformFilter(context));
cameraFilterMap.append(R.id.filter10, new ContrastFilter(context));
cameraFilterMap.append(R.id.filter11, new NoiseWarpFilter(context));
cameraFilterMap.append(R.id.filter12, new RefractionFilter(context));
cameraFilterMap.append(R.id.filter13, new MappingFilter(context));
cameraFilterMap.append(R.id.filter14, new CrosshatchFilter(context));
cameraFilterMap.append(R.id.filter15, new LichtensteinEsqueFilter(context));
cameraFilterMap.append(R.id.filter16, new AsciiArtFilter(context));
cameraFilterMap.append(R.id.filter17, new MoneyFilter(context));
cameraFilterMap.append(R.id.filter18, new CrackedFilter(context));
cameraFilterMap.append(R.id.filter19, new PolygonizationFilter(context));
cameraFilterMap.append(R.id.filter20, new JFAVoronoiFilter(context));
cameraFilterMap.append(R.id.filter21, new BlackAndWhiteFilter(context));
cameraFilterMap.append(R.id.filter22, new GrayFilter(context));
cameraFilterMap.append(R.id.filter23, new NegativeFilter(context));
cameraFilterMap.append(R.id.filter24, new NostalgiaFilter(context));
cameraFilterMap.append(R.id.filter25, new CastingFilter(context));
cameraFilterMap.append(R.id.filter26, new ReliefFilter(context));
cameraFilterMap.append(R.id.filter27, new SwirlFilter(context));
cameraFilterMap.append(R.id.filter28, new HexagonMosaicFilter(context));
cameraFilterMap.append(R.id.filter29, new MirrorFilter(context));
cameraFilterMap.append(R.id.filter30, new TripleFilter(context));
cameraFilterMap.append(R.id.filter31, new CartoonFilter(context));
cameraFilterMap.append(R.id.filter32, new WaterReflectionFilter(context));
setSelectedFilter(selectedFilterId);
// Create texture for camera preview
cameraTextureId = MyGLUtils.genTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES);
cameraSurfaceTexture = new SurfaceTexture(cameraTextureId);
// Start camera preview
try {
camera.setPreviewTexture(cameraSurfaceTexture);
camera.startPreview();
} catch (IOException ioe) {
// Something bad happened
}
// Render loop
while (!Thread.currentThread().isInterrupted()) {
try {
if (gwidth < 0 && gheight < 0)
GLES20.glViewport(0, 0, gwidth = -gwidth, gheight = -gheight);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Update the camera preview texture
synchronized (this) {
cameraSurfaceTexture.updateTexImage();
}
// Draw camera preview
selectedFilter.draw(cameraTextureId, gwidth, gheight);
// Flush
GLES20.glFlush();
egl10.eglSwapBuffers(eglDisplay, eglSurface);
Thread.sleep(DRAW_INTERVAL);
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}
cameraSurfaceTexture.release();
GLES20.glDeleteTextures(1, new int[]{cameraTextureId}, 0);
}
private void initGL(SurfaceTexture texture) {
egl10 = (EGL10) EGLContext.getEGL();
eglDisplay = egl10.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
if (eglDisplay == EGL10.EGL_NO_DISPLAY) {
throw new RuntimeException("eglGetDisplay failed " +
android.opengl.GLUtils.getEGLErrorString(egl10.eglGetError()));
}
int[] version = new int[2];
if (!egl10.eglInitialize(eglDisplay, version)) {
throw new RuntimeException("eglInitialize failed " +
android.opengl.GLUtils.getEGLErrorString(egl10.eglGetError()));
}
int[] configsCount = new int[1];
EGLConfig[] configs = new EGLConfig[1];
int[] configSpec = {
EGL10.EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT,
EGL10.EGL_RED_SIZE, 8,
EGL10.EGL_GREEN_SIZE, 8,
EGL10.EGL_BLUE_SIZE, 8,
EGL10.EGL_ALPHA_SIZE, 8,
EGL10.EGL_DEPTH_SIZE, 0,
EGL10.EGL_STENCIL_SIZE, 0,
EGL10.EGL_NONE
};
EGLConfig eglConfig = null;
if (!egl10.eglChooseConfig(eglDisplay, configSpec, configs, 1, configsCount)) {
throw new IllegalArgumentException("eglChooseConfig failed " +
android.opengl.GLUtils.getEGLErrorString(egl10.eglGetError()));
} else if (configsCount[0] > 0) {
eglConfig = configs[0];
}
if (eglConfig == null) {
throw new RuntimeException("eglConfig not initialized");
}
int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE};
eglContext = egl10.eglCreateContext(eglDisplay, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list);
eglSurface = egl10.eglCreateWindowSurface(eglDisplay, eglConfig, texture, null);
if (eglSurface == null || eglSurface == EGL10.EGL_NO_SURFACE) {
int error = egl10.eglGetError();
if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
Log.e(TAG, "eglCreateWindowSurface returned EGL10.EGL_BAD_NATIVE_WINDOW");
return;
}
throw new RuntimeException("eglCreateWindowSurface failed " +
android.opengl.GLUtils.getEGLErrorString(error));
}
if (!egl10.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) {
throw new RuntimeException("eglMakeCurrent failed " +
android.opengl.GLUtils.getEGLErrorString(egl10.eglGetError()));
}
}
private Pair<Camera.CameraInfo, Integer> getBackCamera() {
Camera.CameraInfo cameraInfo = new Camera.CameraInfo();
final int numberOfCameras = Camera.getNumberOfCameras();
for (int i = 0; i < numberOfCameras; ++i) {
Camera.getCameraInfo(i, cameraInfo);
if (cameraInfo.facing == Camera.CameraInfo.CAMERA_FACING_BACK) {
return new Pair<>(cameraInfo, i);
}
}
return null;
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/MainActivity.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter;
import android.Manifest;
import android.content.pm.PackageManager;
import android.graphics.Bitmap;
import android.os.Bundle;
import android.os.Environment;
import android.support.v4.app.ActivityCompat;
import android.support.v4.content.ContextCompat;
import android.support.v7.app.AppCompatActivity;
import android.view.GestureDetector;
import android.view.Menu;
import android.view.MenuItem;
import android.view.MotionEvent;
import android.view.TextureView;
import android.view.View;
import android.widget.FrameLayout;
import android.widget.Toast;
import java.io.File;
import java.io.FileNotFoundException;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.OutputStream;
import java.text.SimpleDateFormat;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Date;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class MainActivity extends AppCompatActivity implements GestureDetector.OnGestureListener {
private static final int REQUEST_CAMERA_PERMISSION = 101;
private FrameLayout container;
private CameraRenderer renderer;
private TextureView textureView;
private int filterId = R.id.filter0;
private int mCurrentFilterId = 0;
String[] TITLES = {"Original", "EdgeDectection", "Pixelize",
"EMInterference", "TrianglesMosaic", "Legofied",
"TileMosaic", "Blueorange", "ChromaticAberration",
"BasicDeform", "Contrast", "NoiseWarp", "Refraction",
"Mapping", "Crosshatch", "LichtensteinEsque",
"AsciiArt", "MoneyFilter", "Cracked", "Polygonization",
"JFAVoronoi", "BlackAndWhite", "Gray", "Negative",
"Nostalgia", "Casting", "Relief", "Swirl", "HexagonMosaic",
"Mirror", "Triple", "Cartoon", "WaterReflection"
};
Integer[] FILTER_RES_IDS = {R.id.filter0, R.id.filter1, R.id.filter2, R.id.filter3, R.id.filter4,
R.id.filter5, R.id.filter6, R.id.filter7, R.id.filter8, R.id.filter9, R.id.filter10,
R.id.filter11, R.id.filter12, R.id.filter13, R.id.filter14, R.id.filter15, R.id.filter16,
R.id.filter17, R.id.filter18, R.id.filter19, R.id.filter20,
R.id.filter21, R.id.filter22, R.id.filter23, R.id.filter24,
R.id.filter25, R.id.filter26, R.id.filter27, R.id.filter28,
R.id.filter29, R.id.filter30, R.id.filter31, R.id.filter32};
ArrayList<Integer> mFilterArray = new ArrayList<>(Arrays.asList(FILTER_RES_IDS));
GestureDetector mGestureDetector;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(container = new FrameLayout(this));
setTitle(TITLES[mCurrentFilterId]);
if (ContextCompat.checkSelfPermission(this,
Manifest.permission.CAMERA)
!= PackageManager.PERMISSION_GRANTED) {
// Should we show an explanation?
if (ActivityCompat.shouldShowRequestPermissionRationale(this, Manifest.permission.CAMERA)) {
Toast.makeText(this, "Camera access is required.", Toast.LENGTH_SHORT).show();
} else {
ActivityCompat.requestPermissions(this, new String[]{Manifest.permission.CAMERA},
REQUEST_CAMERA_PERMISSION);
}
} else {
setupCameraPreviewView();
}
mGestureDetector = new GestureDetector(this, this);
}
@Override
public void onRequestPermissionsResult(int requestCode, String permissions[], int[] grantResults) {
switch (requestCode) {
case REQUEST_CAMERA_PERMISSION: {
if (grantResults.length > 0 && grantResults[0] == PackageManager.PERMISSION_GRANTED) {
setupCameraPreviewView();
}
}
}
}
void setupCameraPreviewView() {
renderer = new CameraRenderer(this);
textureView = new TextureView(this);
container.addView(textureView);
textureView.setSurfaceTextureListener(renderer);
// textureView.setOnTouchListener(this);
textureView.setOnTouchListener(new View.OnTouchListener() {
@Override
public boolean onTouch(View view, MotionEvent motionEvent) {
mGestureDetector.onTouchEvent(motionEvent);
return true;
}
});
textureView.addOnLayoutChangeListener(new View.OnLayoutChangeListener() {
@Override
public void onLayoutChange(View v, int left, int top, int right, int bottom, int oldLeft, int oldTop, int oldRight, int oldBottom) {
renderer.onSurfaceTextureSizeChanged(null, v.getWidth(), v.getHeight());
}
});
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.filter, menu);
return true;
}
@Override
public boolean onOptionsItemSelected(MenuItem item) {
filterId = item.getItemId();
// TODO: need tidy up
if (filterId == R.id.capture) {
Toast.makeText(this,
capture() ? "The capture has been saved to your sdcard root path." :
"Save failed!",
Toast.LENGTH_SHORT).show();
return true;
}
setTitle(item.getTitle());
if (renderer != null)
renderer.setSelectedFilter(filterId);
mCurrentFilterId = mFilterArray.indexOf(filterId);
return true;
}
private boolean capture() {
String mPath = genSaveFileName(getTitle().toString() + "_", ".png");
File imageFile = new File(mPath);
if (imageFile.exists()) {
imageFile.delete();
}
// create bitmap screen capture
Bitmap bitmap = textureView.getBitmap();
OutputStream outputStream = null;
try {
outputStream = new FileOutputStream(imageFile);
bitmap.compress(Bitmap.CompressFormat.PNG, 90, outputStream);
outputStream.flush();
outputStream.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
return false;
} catch (IOException e) {
e.printStackTrace();
return false;
}
return true;
}
private String genSaveFileName(String prefix, String suffix) {
Date date = new Date();
SimpleDateFormat dateformat1 = new SimpleDateFormat("yyyyMMdd_hhmmss");
String timeString = dateformat1.format(date);
String externalPath = Environment.getExternalStorageDirectory().toString();
return externalPath + "/" + prefix + timeString + suffix;
}
@Override
public boolean onDown(MotionEvent motionEvent) {
return false;
}
@Override
public void onShowPress(MotionEvent motionEvent) {
}
@Override
public boolean onSingleTapUp(MotionEvent motionEvent) {
return false;
}
@Override
public boolean onScroll(MotionEvent motionEvent, MotionEvent motionEvent1, float v, float v1) {
return false;
}
@Override
public void onLongPress(MotionEvent motionEvent) {
}
@Override
public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) {
float velocity = Math.abs(velocityX) > Math.abs(velocityY) ? velocityX : velocityY;
int step = velocity > 0 ? -1 : 1;
mCurrentFilterId = circleLoop(TITLES.length, mCurrentFilterId, step);
setTitle(TITLES[mCurrentFilterId]);
if (renderer != null) {
renderer.setSelectedFilter(FILTER_RES_IDS[mCurrentFilterId]);
}
return true;
}
private int circleLoop(int size, int currentPos, int step) {
if (step == 0) {
return currentPos;
}
if (step > 0) {
if (currentPos + step >= size) {
return (currentPos + step) % size;
} else {
return currentPos + step;
}
} else {
if (currentPos + step < 0) {
return currentPos + step + size;
} else {
return currentPos + step;
}
}
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/MyGLUtils.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter;
import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.opengl.GLUtils;
import android.util.Log;
import java.io.ByteArrayOutputStream;
import java.io.IOException;
import java.io.InputStream;
import javax.microedition.khronos.opengles.GL10;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class MyGLUtils {
private static final String TAG = "MyGLUtils";
public static int genTexture() {
return genTexture(GLES20.GL_TEXTURE_2D);
}
public static int genTexture(int textureType) {
int[] genBuf = new int[1];
GLES20.glGenTextures(1, genBuf, 0);
GLES20.glBindTexture(textureType, genBuf[0]);
// Set texture default draw parameters
if (textureType == GLES11Ext.GL_TEXTURE_EXTERNAL_OES) {
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
} else {
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
}
return genBuf[0];
}
public static int loadTexture(final Context context, final int resourceId, int[] size) {
final int texId = genTexture();
if (texId != 0) {
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling
options.inJustDecodeBounds = true;
// Just decode bounds
BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// Set return size
size[0] = options.outWidth;
size[1] = options.outHeight;
// Decode
options.inJustDecodeBounds = false;
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}
return texId;
}
public static int buildProgram(Context context, int vertexSourceRawId, int fragmentSourceRawId) {
return buildProgram(getStringFromRaw(context, vertexSourceRawId),
getStringFromRaw(context, fragmentSourceRawId));
}
public static int buildProgram(String vertexSource, String fragmentSource) {
final int vertexShader = buildShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
return 0;
}
final int fragmentShader = buildShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (fragmentShader == 0) {
return 0;
}
final int program = GLES20.glCreateProgram();
if (program == 0) {
return 0;
}
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
return program;
}
public static int buildShader(int type, String shaderSource) {
final int shader = GLES20.glCreateShader(type);
if (shader == 0) {
return 0;
}
GLES20.glShaderSource(shader, shaderSource);
GLES20.glCompileShader(shader);
int[] status = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, status, 0);
if (status[0] == 0) {
Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
return 0;
}
return shader;
}
private static String getStringFromRaw(Context context, int id) {
String str;
try {
Resources r = context.getResources();
InputStream is = r.openRawResource(id);
ByteArrayOutputStream baos = new ByteArrayOutputStream();
int i = is.read();
while (i != -1) {
baos.write(i);
i = is.read();
}
str = baos.toString();
is.close();
} catch (IOException e) {
str = "";
}
return str;
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/RenderBuffer.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import javax.microedition.khronos.opengles.GL10;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class RenderBuffer {
private int texId = 0;
private int activeTexUnit = 0;
private int renderBufferId = 0;
private int frameBufferId = 0;
private int width, height;
public RenderBuffer(int width, int height, int activeTexUnit) {
this.width = width;
this.height = height;
this.activeTexUnit = activeTexUnit;
int[] genbuf = new int[1];
// Generate and bind 2d texture
GLES20.glActiveTexture(activeTexUnit);
texId = MyGLUtils.genTexture();
IntBuffer texBuffer =
ByteBuffer.allocateDirect(width * height * 4).order(ByteOrder.nativeOrder()).asIntBuffer();
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, texBuffer);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
// Generate frame buffer
GLES20.glGenFramebuffers(1, genbuf, 0);
frameBufferId = genbuf[0];
// Bind frame buffer
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId);
// Generate render buffer
GLES20.glGenRenderbuffers(1, genbuf, 0);
renderBufferId = genbuf[0];
// Bind render buffer
GLES20.glBindRenderbuffer(GLES20.GL_RENDERBUFFER, renderBufferId);
GLES20.glRenderbufferStorage(GLES20.GL_RENDERBUFFER, GLES20.GL_DEPTH_COMPONENT16, width, height);
unbind();
}
public int getTexId() {
return texId;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public int getActiveTexUnit() {
return activeTexUnit;
}
public void bind() {
GLES20.glViewport(0, 0, width, height);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBufferId);
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0,
GLES20.GL_TEXTURE_2D, texId, 0);
GLES20.glFramebufferRenderbuffer(GLES20.GL_FRAMEBUFFER, GLES20.GL_DEPTH_ATTACHMENT,
GLES20.GL_RENDERBUFFER, renderBufferId);
}
public void unbind() {
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/AsciiArtFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class AsciiArtFilter extends CameraFilter {
private int program;
public AsciiArtFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.ascii_art);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/BasicDeformFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class BasicDeformFilter extends CameraFilter {
private int program;
public BasicDeformFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.basic_deform);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/BlackAndWhiteFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class BlackAndWhiteFilter extends CameraFilter {
private int program;
public BlackAndWhiteFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.black_and_white);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/BlueorangeFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class BlueorangeFilter extends CameraFilter {
private int program;
public BlueorangeFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.blue_orange);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CameraFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES11Ext;
import android.opengl.GLES20;
import android.support.annotation.CallSuper;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
import cn.nekocode.camerafilter.RenderBuffer;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public abstract class CameraFilter {
static final float SQUARE_COORDS[] = {
1.0f, -1.0f,
-1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f,
};
static final float TEXTURE_COORDS[] = {
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
};
static FloatBuffer VERTEX_BUF, TEXTURE_COORD_BUF;
static int PROGRAM = 0;
private static final int BUF_ACTIVE_TEX_UNIT = GLES20.GL_TEXTURE8;
private static RenderBuffer CAMERA_RENDER_BUF;
private static final float ROATED_TEXTURE_COORDS[] = {
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f,
0.0f, 1.0f,
};
private static FloatBuffer ROATED_TEXTURE_COORD_BUF;
final long START_TIME = System.currentTimeMillis();
int iFrame = 0;
public CameraFilter(Context context) {
// Setup default Buffers
if (VERTEX_BUF == null) {
VERTEX_BUF = ByteBuffer.allocateDirect(SQUARE_COORDS.length * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
VERTEX_BUF.put(SQUARE_COORDS);
VERTEX_BUF.position(0);
}
if (TEXTURE_COORD_BUF == null) {
TEXTURE_COORD_BUF = ByteBuffer.allocateDirect(TEXTURE_COORDS.length * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
TEXTURE_COORD_BUF.put(TEXTURE_COORDS);
TEXTURE_COORD_BUF.position(0);
}
if (ROATED_TEXTURE_COORD_BUF == null) {
ROATED_TEXTURE_COORD_BUF = ByteBuffer.allocateDirect(ROATED_TEXTURE_COORDS.length * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
ROATED_TEXTURE_COORD_BUF.put(ROATED_TEXTURE_COORDS);
ROATED_TEXTURE_COORD_BUF.position(0);
}
if (PROGRAM == 0) {
PROGRAM = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.original_rtt);
}
}
@CallSuper
public void onAttach() {
iFrame = 0;
}
final public void draw(int cameraTexId, int canvasWidth, int canvasHeight) {
// TODO move?
// Create camera render buffer
if (CAMERA_RENDER_BUF == null ||
CAMERA_RENDER_BUF.getWidth() != canvasWidth ||
CAMERA_RENDER_BUF.getHeight() != canvasHeight) {
CAMERA_RENDER_BUF = new RenderBuffer(canvasWidth, canvasHeight, BUF_ACTIVE_TEX_UNIT);
}
// Use shaders
GLES20.glUseProgram(PROGRAM);
int iChannel0Location = GLES20.glGetUniformLocation(PROGRAM, "iChannel0");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, cameraTexId);
GLES20.glUniform1i(iChannel0Location, 0);
int vPositionLocation = GLES20.glGetAttribLocation(PROGRAM, "vPosition");
GLES20.glEnableVertexAttribArray(vPositionLocation);
GLES20.glVertexAttribPointer(vPositionLocation, 2, GLES20.GL_FLOAT, false, 4 * 2, VERTEX_BUF);
int vTexCoordLocation = GLES20.glGetAttribLocation(PROGRAM, "vTexCoord");
GLES20.glEnableVertexAttribArray(vTexCoordLocation);
GLES20.glVertexAttribPointer(vTexCoordLocation, 2, GLES20.GL_FLOAT, false, 4 * 2, ROATED_TEXTURE_COORD_BUF);
// Render to texture
CAMERA_RENDER_BUF.bind();
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
CAMERA_RENDER_BUF.unbind();
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
onDraw(CAMERA_RENDER_BUF.getTexId(), canvasWidth, canvasHeight);
iFrame++;
}
abstract void onDraw(int cameraTexId, int canvasWidth, int canvasHeight);
void setupShaderInputs(int program, int[] iResolution, int[] iChannels, int[][] iChannelResolutions) {
setupShaderInputs(program, VERTEX_BUF, TEXTURE_COORD_BUF, iResolution, iChannels, iChannelResolutions);
}
void setupShaderInputs(int program, FloatBuffer vertex, FloatBuffer textureCoord, int[] iResolution, int[] iChannels, int[][] iChannelResolutions) {
GLES20.glUseProgram(program);
int iResolutionLocation = GLES20.glGetUniformLocation(program, "iResolution");
GLES20.glUniform3fv(iResolutionLocation, 1,
FloatBuffer.wrap(new float[]{(float) iResolution[0], (float) iResolution[1], 1.0f}));
float time = ((float) (System.currentTimeMillis() - START_TIME)) / 1000.0f;
int iGlobalTimeLocation = GLES20.glGetUniformLocation(program, "iGlobalTime");
GLES20.glUniform1f(iGlobalTimeLocation, time);
int iFrameLocation = GLES20.glGetUniformLocation(program, "iFrame");
GLES20.glUniform1i(iFrameLocation, iFrame);
int vPositionLocation = GLES20.glGetAttribLocation(program, "vPosition");
GLES20.glEnableVertexAttribArray(vPositionLocation);
GLES20.glVertexAttribPointer(vPositionLocation, 2, GLES20.GL_FLOAT, false, 4 * 2, vertex);
int vTexCoordLocation = GLES20.glGetAttribLocation(program, "vTexCoord");
GLES20.glEnableVertexAttribArray(vTexCoordLocation);
GLES20.glVertexAttribPointer(vTexCoordLocation, 2, GLES20.GL_FLOAT, false, 4 * 2, textureCoord);
for (int i = 0; i < iChannels.length; i++) {
int sTextureLocation = GLES20.glGetUniformLocation(program, "iChannel" + i);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, iChannels[i]);
GLES20.glUniform1i(sTextureLocation, i);
}
float _iChannelResolutions[] = new float[iChannelResolutions.length * 3];
for (int i = 0; i < iChannelResolutions.length; i++) {
_iChannelResolutions[i * 3] = iChannelResolutions[i][0];
_iChannelResolutions[i * 3 + 1] = iChannelResolutions[i][1];
_iChannelResolutions[i * 3 + 2] = 1.0f;
}
int iChannelResolutionLocation = GLES20.glGetUniformLocation(program, "iChannelResolution");
GLES20.glUniform3fv(iChannelResolutionLocation,
_iChannelResolutions.length, FloatBuffer.wrap(_iChannelResolutions));
}
public static void release() {
PROGRAM = 0;
CAMERA_RENDER_BUF = null;
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CartoonFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class CartoonFilter extends CameraFilter {
private int program;
public CartoonFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.cartoon);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CastingFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class CastingFilter extends CameraFilter {
private int program;
public CastingFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.casting);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/ChromaticAberrationFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class ChromaticAberrationFilter extends CameraFilter {
private int program;
public ChromaticAberrationFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.chromatic_aberration);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/ContrastFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class ContrastFilter extends CameraFilter {
private int program;
public ContrastFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.contrast);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CrackedFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class CrackedFilter extends CameraFilter {
private int program;
public CrackedFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.cracked);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CrosshatchFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class CrosshatchFilter extends CameraFilter {
private int program;
public CrosshatchFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.crosshatch);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/EMInterferenceFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class EMInterferenceFilter extends CameraFilter {
private int program;
public EMInterferenceFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.em_interference);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/EdgeDetectionFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class EdgeDetectionFilter extends CameraFilter {
private int program;
public EdgeDetectionFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.edge_detection);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/GrayFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class GrayFilter extends CameraFilter {
private int program;
public GrayFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.gray);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/HexagonMosaicFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class HexagonMosaicFilter extends CameraFilter {
private int program;
public HexagonMosaicFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.hexagon_mosaic);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/JFAVoronoiFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
import cn.nekocode.camerafilter.RenderBuffer;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class JFAVoronoiFilter extends CameraFilter {
private int programImg;
private int programA;
private int programB;
private int programC;
private RenderBuffer bufA;
private RenderBuffer bufB;
private RenderBuffer bufC;
public JFAVoronoiFilter(Context context) {
super(context);
// Build shaders
programImg = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.voronoi);
programA = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.voronoi_buf_a);
programB = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.voronoi_buf_b);
programC = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.voronoi_buf_c);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
// TODO move?
if (bufA == null || bufA.getWidth() != canvasWidth || bufB.getHeight() != canvasHeight) {
// Create new textures for buffering
bufA = new RenderBuffer(canvasWidth, canvasHeight, GLES20.GL_TEXTURE4);
bufB = new RenderBuffer(canvasWidth, canvasHeight, GLES20.GL_TEXTURE5);
bufC = new RenderBuffer(canvasWidth, canvasHeight, GLES20.GL_TEXTURE6);
}
// Render to buf a
setupShaderInputs(programA,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId, bufA.getTexId()},
new int[][]{new int[]{canvasWidth, canvasHeight}, new int[]{canvasWidth, canvasHeight}});
bufA.bind();
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
bufA.unbind();
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Render to buf b
setupShaderInputs(programB,
new int[]{canvasWidth, canvasHeight},
new int[]{bufB.getTexId(), bufA.getTexId()},
new int[][]{new int[]{canvasWidth, canvasHeight}, new int[]{canvasWidth, canvasHeight}});
bufB.bind();
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
bufB.unbind();
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Render to buf c
setupShaderInputs(programC,
new int[]{canvasWidth, canvasHeight},
new int[]{bufC.getTexId(), bufB.getTexId()},
new int[][]{new int[]{canvasWidth, canvasHeight}, new int[]{canvasWidth, canvasHeight}});
bufC.bind();
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
bufC.unbind();
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Render to screen
setupShaderInputs(programImg,
new int[]{canvasWidth, canvasHeight},
new int[]{bufC.getTexId(), bufA.getTexId()},
new int[][]{new int[]{canvasWidth, canvasHeight}, new int[]{canvasWidth, canvasHeight}});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/LegofiedFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class LegofiedFilter extends CameraFilter {
private int program;
public LegofiedFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.legofied);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/LichtensteinEsqueFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class LichtensteinEsqueFilter extends CameraFilter {
private int program;
public LichtensteinEsqueFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.lichtenstein_esque);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/MappingFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class MappingFilter extends CameraFilter {
private int program;
private int texture2Id;
public MappingFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.mapping);
// Load the texture will need for the shader
texture2Id = MyGLUtils.loadTexture(context, R.raw.tex00, new int[2]);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId, texture2Id},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/MirrorFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class MirrorFilter extends CameraFilter {
private int program;
public MirrorFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.mirror);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/MoneyFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class MoneyFilter extends CameraFilter {
private int program;
public MoneyFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.money_filter);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/NegativeFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class NegativeFilter extends CameraFilter {
private int program;
public NegativeFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.negative);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/NoiseWarpFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class NoiseWarpFilter extends CameraFilter {
private int program;
public NoiseWarpFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.noise_warp);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/NostalgiaFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class NostalgiaFilter extends CameraFilter {
private int program;
public NostalgiaFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.nostalgia);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/OriginalFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class OriginalFilter extends CameraFilter {
private int program;
public OriginalFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.original);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/PixelizeFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class PixelizeFilter extends CameraFilter {
private int program;
public PixelizeFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.pixelize);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/PolygonizationFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class PolygonizationFilter extends CameraFilter {
private int program;
public PolygonizationFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.polygonization);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/RefractionFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class RefractionFilter extends CameraFilter {
private int program;
private int texture2Id;
public RefractionFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.refraction);
// Load the texture will need for the shader
texture2Id = MyGLUtils.loadTexture(context, R.raw.tex11, new int[2]);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId, texture2Id},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/ReliefFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class ReliefFilter extends CameraFilter {
private int program;
public ReliefFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.relief);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/SwirlFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class SwirlFilter extends CameraFilter {
private int program;
public SwirlFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.swirl);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/TileMosaicFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class TileMosaicFilter extends CameraFilter {
private int program;
public TileMosaicFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.tile_mosaic);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/TrianglesMosaicFilter.java
================================================
/*
* Copyright 2016 nekocode
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author nekocode (nekocode.cn@gmail.com)
*/
public class TrianglesMosaicFilter extends CameraFilter {
private int program;
public TrianglesMosaicFilter(Context context) {
super(context);
// Build shaders
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.triangles_mosaic);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/TripleFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class TripleFilter extends CameraFilter {
private int program;
public TripleFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.triple);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/WaterReflectionFilter.java
================================================
/*
* Copyright 2016 winston
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package cn.nekocode.camerafilter.filter;
import android.content.Context;
import android.opengl.GLES20;
import cn.nekocode.camerafilter.MyGLUtils;
import cn.nekocode.camerafilter.R;
/**
* @author winston (1054669137@qq.com)
*/
public class WaterReflectionFilter extends CameraFilter {
private int program;
public WaterReflectionFilter(Context context) {
super(context);
program = MyGLUtils.buildProgram(context, R.raw.vertext, R.raw.water_reflection);
}
@Override
public void onDraw(int cameraTexId, int canvasWidth, int canvasHeight) {
setupShaderInputs(program,
new int[]{canvasWidth, canvasHeight},
new int[]{cameraTexId},
new int[][]{});
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
}
================================================
FILE: app/src/main/res/menu/filter.xml
================================================
<menu xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto">
<item
android:id="@+id/capture"
android:icon="@android:drawable/ic_menu_camera"
android:title="Capture"
app:showAsAction="always" />
<item
android:id="@+id/filter0"
android:title="Original"
app:showAsAction="never" />
<item
android:id="@+id/filter1"
android:title="EdgeDectection"
app:showAsAction="never" />
<item
android:id="@+id/filter2"
android:title="Pixelize"
app:showAsAction="never" />
<item
android:id="@+id/filter3"
android:title="EMInterference"
app:showAsAction="never" />
<item
android:id="@+id/filter4"
android:title="TrianglesMosaic"
app:showAsAction="never" />
<item
android:id="@+id/filter5"
android:title="Legofied"
app:showAsAction="never" />
<item
android:id="@+id/filter6"
android:title="TileMosaic"
app:showAsAction="never" />
<item
android:id="@+id/filter7"
android:title="Blueorange"
app:showAsAction="never" />
<item
android:id="@+id/filter8"
android:title="ChromaticAberration"
app:showAsAction="never" />
<item
android:id="@+id/filter9"
android:title="BasicDeform"
app:showAsAction="never" />
<item
android:id="@+id/filter10"
android:title="Contrast"
app:showAsAction="never" />
<item
android:id="@+id/filter11"
android:title="NoiseWarp"
app:showAsAction="never" />
<item
android:id="@+id/filter12"
android:title="Refraction"
app:showAsAction="never" />
<item
android:id="@+id/filter13"
android:title="Mapping"
app:showAsAction="never" />
<item
android:id="@+id/filter14"
android:title="Crosshatch"
app:showAsAction="never" />
<item
android:id="@+id/filter15"
android:title="LichtensteinEsque"
app:showAsAction="never" />
<item
android:id="@+id/filter16"
android:title="AsciiArt"
app:showAsAction="never" />
<item
android:id="@+id/filter17"
android:title="MoneyFilter"
app:showAsAction="never" />
<item
android:id="@+id/filter18"
android:title="Cracked"
app:showAsAction="never" />
<item
android:id="@+id/filter19"
android:title="Polygonization"
app:showAsAction="never" />
<item
android:id="@+id/filter20"
android:title="JFAVoronoi"
app:showAsAction="never" />
<item
android:id="@+id/filter21"
android:title="BlackAndWhite"
app:showAsAction="never" />
<item
android:id="@+id/filter22"
android:title="Gray"
app:showAsAction="never" />
<item
android:id="@+id/filter23"
android:title="Negative"
app:showAsAction="never" />
<item
android:id="@+id/filter24"
android:title="Nostalgia"
app:showAsAction="never" />
<item
android:id="@+id/filter25"
android:title="Casting"
app:showAsAction="never" />
<item
android:id="@+id/filter26"
android:title="Relief"
app:showAsAction="never" />
<item
android:id="@+id/filter27"
android:title="Swirl"
app:showAsAction="never" />
<item
android:id="@+id/filter28"
android:title="HexagonMosaic"
app:showAsAction="never" />
<item
android:id="@+id/filter29"
android:title="Mirror"
app:showAsAction="never" />
<item
android:id="@+id/filter30"
android:title="Triple"
app:showAsAction="never" />
<item
android:id="@+id/filter31"
android:title="Cartoon"
app:showAsAction="never" />
<item
android:id="@+id/filter32"
android:title="WaterReflection"
app:showAsAction="never" />
</menu>
================================================
FILE: app/src/main/res/raw/ascii_art.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
// referenced the method of bitmap of iq : https://www.shadertoy.com/view/4dfXWj
#define r iResolution.xy
#define t iGlobalTime
#define zoom 2.
#define P(id,a,b,c,d,e,f,g,h) if( id == int(pos.y) ){ int pa = a+2*(b+2*(c+2*(d+2*(e+2*(f+2*(g+2*(h))))))); cha = floor(mod(float(pa)/pow(2.,float(pos.x)-1.),2.)); }
float gray(vec3 _i)
{
return (_i.x+_i.y+_i.z)/3.;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = vec2(floor(fragCoord.x/8./zoom)*8.*zoom,floor(fragCoord.y/12./zoom)*12.*zoom)/r;
ivec2 pos = ivec2(mod(fragCoord.x/zoom,8.),mod(fragCoord.y/zoom,12.));
vec4 tex = texture2D(iChannel0,uv);
float cha = 0.;
{
float g = gray(tex.xyz);
if( g < .125 )
{
P(11,0,0,0,0,0,0,0,0);
P(10,0,0,0,0,0,0,0,0);
P(9,0,0,0,0,0,0,0,0);
P(8,0,0,0,0,0,0,0,0);
P(7,0,0,0,0,0,0,0,0);
P(6,0,0,0,0,0,0,0,0);
P(5,0,0,0,0,0,0,0,0);
P(4,0,0,0,0,0,0,0,0);
P(3,0,0,0,0,0,0,0,0);
P(2,0,0,0,0,0,0,0,0);
P(1,0,0,0,0,0,0,0,0);
P(0,0,0,0,0,0,0,0,0);
}
else if( g < .25 ) // .
{
P(11,0,0,0,0,0,0,0,0);
P(10,0,0,0,0,0,0,0,0);
P(9,0,0,0,0,0,0,0,0);
P(8,0,0,0,0,0,0,0,0);
P(7,0,0,0,0,0,0,0,0);
P(6,0,0,0,0,0,0,0,0);
P(5,0,0,0,0,0,0,0,0);
P(4,0,0,0,1,1,0,0,0);
P(3,0,0,0,1,1,0,0,0);
P(2,0,0,0,0,0,0,0,0);
P(1,0,0,0,0,0,0,0,0);
P(0,0,0,0,0,0,0,0,0);
}
else if( g < .375 ) // ,
{
P(11,0,0,0,0,0,0,0,0);
P(10,0,0,0,0,0,0,0,0);
P(9,0,0,0,0,0,0,0,0);
P(8,0,0,0,0,0,0,0,0);
P(7,0,0,0,0,0,0,0,0);
P(6,0,0,0,0,0,0,0,0);
P(5,0,0,0,0,0,0,0,0);
P(4,0,0,0,1,1,0,0,0);
P(3,0,0,0,1,1,0,0,0);
P(2,0,0,0,0,1,0,0,0);
P(1,0,0,0,1,0,0,0,0);
P(0,0,0,0,0,0,0,0,0);
}
else if( g < .5 ) // -
{
P(11,0,0,0,0,0,0,0,0);
P(10,0,0,0,0,0,0,0,0);
P(9,0,0,0,0,0,0,0,0);
P(8,0,0,0,0,0,0,0,0);
P(7,0,0,0,0,0,0,0,0);
P(6,1,1,1,1,1,1,1,0);
P(5,0,0,0,0,0,0,0,0);
P(4,0,0,0,0,0,0,0,0);
P(3,0,0,0,0,0,0,0,0);
P(2,0,0,0,0,0,0,0,0);
P(1,0,0,0,0,0,0,0,0);
P(0,0,0,0,0,0,0,0,0);
}
else if(g < .625 ) // +
{
P(11,0,0,0,0,0,0,0,0);
P(10,0,0,0,0,0,0,0,0);
P(9,0,0,0,1,0,0,0,0);
P(8,0,0,0,1,0,0,0,0);
P(7,0,0,0,1,0,0,0,0);
P(6,1,1,1,1,1,1,1,0);
P(5,0,0,0,1,0,0,0,0);
P(4,0,0,0,1,0,0,0,0);
P(3,0,0,0,1,0,0,0,0);
P(2,0,0,0,0,0,0,0,0);
P(1,0,0,0,0,0,0,0,0);
P(0,0,0,0,0,0,0,0,0);
}
else if(g < .75 ) // *
{
P(11,0,0,0,0,0,0,0,0);
P(10,0,0,0,1,0,0,0,0);
P(9,1,0,0,1,0,0,1,0);
P(8,0,1,0,1,0,1,0,0);
P(7,0,0,1,1,1,0,0,0);
P(6,0,0,0,1,0,0,0,0);
P(5,0,0,1,1,1,0,0,0);
P(4,0,1,0,1,0,1,0,0);
P(3,1,0,0,1,0,0,1,0);
P(2,0,0,0,1,0,0,0,0);
P(1,0,0,0,0,0,0,0,0);
P(0,0,0,0,0,0,0,0,0);
}
else if(g < .875 ) // #
{
P(11,0,0,0,0,0,0,0,0);
P(10,0,0,1,0,0,1,0,0);
P(9,0,0,1,0,0,1,0,0);
P(8,1,1,1,1,1,1,1,0);
P(7,0,0,1,0,0,1,0,0);
P(6,0,0,1,0,0,1,0,0);
P(5,0,1,0,0,1,0,0,0);
P(4,0,1,0,0,1,0,0,0);
P(3,1,1,1,1,1,1,1,0);
P(2,0,1,0,0,1,0,0,0);
P(1,0,1,0,0,1,0,0,0);
P(0,0,0,0,0,0,0,0,0);
}
else // @
{
P(11,0,0,0,0,0,0,0,0);
P(10,0,0,1,1,1,1,0,0);
P(9,0,1,0,0,0,0,1,0);
P(8,1,0,0,0,1,1,1,0);
P(7,1,0,0,1,0,0,1,0);
P(6,1,0,0,1,0,0,1,0);
P(5,1,0,0,1,0,0,1,0);
P(4,1,0,0,1,0,0,1,0);
P(3,1,0,0,1,1,1,1,0);
P(2,0,1,0,0,0,0,0,0);
P(1,0,0,1,1,1,1,1,0);
P(0,0,0,0,0,0,0,0,0);
}
}
vec3 col = vec3(1.);
fragColor = vec4(cha*col,1.);
}
void main() {
mainImage(gl_FragColor, texCoord * iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/basic_deform.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float stongth = 0.3;
vec2 uv = fragCoord.xy;
float waveu = sin((uv.y + iGlobalTime) * 20.0) * 0.5 * 0.05 * stongth;
fragColor = texture2D(iChannel0, uv + vec2(waveu, 0));
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/black_and_white.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec4 mask = texture2D(iChannel0, fragCoord);
float color = (mask.r + mask.g + mask.b) / 3.0;
color = step(0.5, color);
vec4 tempColor = vec4(color, color, color, 1.0);
fragColor = tempColor;
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/blue_orange.fsh
================================================
precision mediump float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
vec3 tex = texture2D( iChannel0, uv ).rgb;
float shade = dot(tex, vec3(0.333333));
vec3 col = mix(vec3(0.1, 0.36, 0.8) * (1.0-2.0*abs(shade-0.5)), vec3(1.06, 0.8, 0.55), 1.0-shade);
fragColor = vec4(col,1.0);
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/cartoon.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec4 color = texture2D(iChannel0, fragCoord);
float newR = abs(color.r + color.g * 2.0 - color.b) * color.r;
float newG = abs(color.r + color.b * 2.0 - color.g) * color.r;
float newB = abs(color.r + color.b * 2.0 - color.g) * color.g;
vec4 newColor = vec4(newR, newG, newB, 1.0);
fragColor = newColor;
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/casting.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec4 mask = texture2D(iChannel0, fragCoord);
vec4 tempColor = vec4(mask.r*0.5/(mask.g + mask.b + 0.01),
mask.g*0.5/(mask.r + mask.b + 0.01),
mask.b*0.5/(mask.r + mask.g + 0.01),
1.0);
fragColor = tempColor;
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/chromatic_aberration.fsh
================================================
precision mediump float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
float amount = 0.0;
amount = (1.0 + sin(iGlobalTime*6.0)) * 0.5;
amount *= 1.0 + sin(iGlobalTime*16.0) * 0.5;
amount *= 1.0 + sin(iGlobalTime*19.0) * 0.5;
amount *= 1.0 + sin(iGlobalTime*27.0) * 0.5;
amount = pow(amount, 3.0);
amount *= 0.05;
vec3 col;
col.r = texture2D( iChannel0, vec2(uv.x+amount,uv.y) ).r;
col.g = texture2D( iChannel0, uv ).g;
col.b = texture2D( iChannel0, vec2(uv.x-amount,uv.y) ).b;
col *= (1.0 - amount * 0.5);
fragColor = vec4(col,1.0);
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/contrast.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
float remap(float value, float inputMin, float inputMax, float outputMin, float outputMax)
{
return (value - inputMin) * ((outputMax - outputMin) / (inputMax - inputMin)) + outputMin;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
float normalizedContrast = 1.0;
float contrast = remap(normalizedContrast, 0.0, 1.0, 0.2 /*min*/, 4.0 /*max*/);
vec4 srcColor = texture2D(iChannel0, uv);
vec4 dstColor = vec4((srcColor.rgb - vec3(0.5)) * contrast + vec3(0.5), 1.0);
fragColor = clamp(dstColor, 0.0, 1.0);
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/cracked.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
float rnd(vec2 s)
{
return 1.-2.*fract(sin(s.x*253.13+s.y*341.41)*589.19);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 p=(fragCoord.xy*2.-iResolution.xy)/iResolution.x;
vec2 v=vec2(1E3);
vec2 v2=vec2(1E4);
vec2 center=vec2(.1,-.5);
for(int c=0;c<30;c++)
{
float angle=floor(rnd(vec2(float(c),387.44))*16.)*3.1415*.4-.5;
float dist=pow(rnd(vec2(float(c),78.21)),2.)*.5;
vec2 vc=vec2(center.x+cos(angle)*dist+rnd(vec2(float(c),349.3))*7E-3,
center.y+sin(angle)*dist+rnd(vec2(float(c),912.7))*7E-3);
if(length(vc-p)<length(v-p))
{
v2=v;
v=vc;
}
else if(length(vc-p)<length(v2-p))
{
v2=vc;
}
}
float col=abs(length(dot(p-v,normalize(v-v2)))-length(dot(p-v2,normalize(v-v2))))+.002*length(p-center);
col=7E-4/col;
if(length(v-v2)<4E-3)col=0.;
// if(length(v-p)<4E-3)col=1E-6;
if(col<.3)col=0.;
vec4 tex=texture2D(iChannel0,(fragCoord.xy)/iResolution.xy+rnd(v)*.02);
fragColor=col*vec4(vec3(1.-tex.xyz),1.)+(1.-col)*tex;
}
void main() {
mainImage(gl_FragColor, texCoord * iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/crosshatch.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
// The brightnesses at which different hatch lines appear
float hatch_1 = 0.8;
float hatch_2 = 0.6;
float hatch_3 = 0.3;
float hatch_4 = 0.15;
// How close together hatch lines should be placed
float density = 10.0;
// How wide hatch lines are drawn.
float width = 1.0;
// enable GREY_HATCHES for greyscale hatch lines
#define GREY_HATCHES
// enable COLOUR_HATCHES for coloured hatch lines
#define COLOUR_HATCHES
#ifdef GREY_HATCHES
float hatch_1_brightness = 0.8;
float hatch_2_brightness = 0.6;
float hatch_3_brightness = 0.3;
float hatch_4_brightness = 0.0;
#else
float hatch_1_brightness = 0.0;
float hatch_2_brightness = 0.0;
float hatch_3_brightness = 0.0;
float hatch_4_brightness = 0.0;
#endif
float d = 1.0; // kernel offset
float lookup(vec2 p, float dx, float dy)
{
vec2 uv = (p.xy + vec2(dx * d, dy * d)) / iResolution.xy;
vec4 c = texture2D(iChannel0, uv.xy);
// return as luma
return 0.2126*c.r + 0.7152*c.g + 0.0722*c.b;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
//
// Inspired by the technique illustrated at
// http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/
//
float ratio = iResolution.y / iResolution.x;
float coordX = fragCoord.x / iResolution.x;
float coordY = fragCoord.y / iResolution.x;
vec2 dstCoord = vec2(coordX, coordY);
vec2 srcCoord = vec2(coordX, coordY / ratio);
vec2 uv = srcCoord.xy;
vec3 res = vec3(1.0, 1.0, 1.0);
vec4 tex = texture2D(iChannel0, uv);
float brightness = (0.2126*tex.x) + (0.7152*tex.y) + (0.0722*tex.z);
#ifdef COLOUR_HATCHES
// check whether we have enough of a hue to warrant coloring our
// hatch strokes. If not, just use greyscale for our hatch color.
float dimmestChannel = min( min( tex.r, tex.g ), tex.b );
float brightestChannel = max( max( tex.r, tex.g ), tex.b );
float delta = brightestChannel - dimmestChannel;
if ( delta > 0.1 )
tex = tex * ( 1.0 / brightestChannel );
else
tex.rgb = vec3(1.0,1.0,1.0);
#endif // COLOUR_HATCHES
if (brightness < hatch_1)
{
if (mod(fragCoord.x + fragCoord.y, density) <= width)
{
#ifdef COLOUR_HATCHES
res = vec3(tex.rgb * hatch_1_brightness);
#else
res = vec3(hatch_1_brightness);
#endif
}
}
if (brightness < hatch_2)
{
if (mod(fragCoord.x - fragCoord.y, density) <= width)
{
#ifdef COLOUR_HATCHES
res = vec3(tex.rgb * hatch_2_brightness);
#else
res = vec3(hatch_2_brightness);
#endif
}
}
if (brightness < hatch_3)
{
if (mod(fragCoord.x + fragCoord.y - (density*0.5), density) <= width)
{
#ifdef COLOUR_HATCHES
res = vec3(tex.rgb * hatch_3_brightness);
#else
res = vec3(hatch_3_brightness);
#endif
}
}
if (brightness < hatch_4)
{
if (mod(fragCoord.x - fragCoord.y - (density*0.5), density) <= width)
{
#ifdef COLOUR_HATCHES
res = vec3(tex.rgb * hatch_4_brightness);
#else
res = vec3(hatch_4_brightness);
#endif
}
}
vec2 p = fragCoord.xy;
// simple sobel edge detection,
// borrowed and tweaked from jmk's "edge glow" filter, here:
// https://www.shadertoy.com/view/Mdf3zr
float gx = 0.0;
gx += -1.0 * lookup(p, -1.0, -1.0);
gx += -2.0 * lookup(p, -1.0, 0.0);
gx += -1.0 * lookup(p, -1.0, 1.0);
gx += 1.0 * lookup(p, 1.0, -1.0);
gx += 2.0 * lookup(p, 1.0, 0.0);
gx += 1.0 * lookup(p, 1.0, 1.0);
float gy = 0.0;
gy += -1.0 * lookup(p, -1.0, -1.0);
gy += -2.0 * lookup(p, 0.0, -1.0);
gy += -1.0 * lookup(p, 1.0, -1.0);
gy += 1.0 * lookup(p, -1.0, 1.0);
gy += 2.0 * lookup(p, 0.0, 1.0);
gy += 1.0 * lookup(p, 1.0, 1.0);
// hack: use g^2 to conceal noise in the video
float g = gx*gx + gy*gy;
res *= (1.0-g);
fragColor = vec4(res, 1.0);
}
void main() {
mainImage(gl_FragColor, texCoord * iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/edge_detection.fsh
================================================
#extension GL_OES_standard_derivatives : enable
precision mediump float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
vec4 color = texture2D(iChannel0, fragCoord);
float gray = length(color.rgb);
fragColor = vec4(vec3(step(0.06, length(vec2(dFdx(gray), dFdy(gray))))), 1.0);
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/em_interference.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
float rng2(vec2 seed)
{
return fract(sin(dot(seed * floor(iGlobalTime * 12.), vec2(127.1,311.7))) * 43758.5453123);
}
float rng(float seed)
{
return rng2(vec2(seed, 1.0));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
vec2 blockS = floor(uv * vec2(24., 9.));
vec2 blockL = floor(uv * vec2(8., 4.));
float r = rng2(uv);
vec3 noise = (vec3(r, 1. - r, r / 2. + 0.5) * 1.0 - 2.0) * 0.08;
float lineNoise = pow(rng2(blockS), 8.0) * pow(rng2(blockL), 3.0) - pow(rng(7.2341), 17.0) * 2.;
vec4 col1 = texture2D(iChannel0, uv);
vec4 col2 = texture2D(iChannel0, uv + vec2(lineNoise * 0.05 * rng(5.0), 0));
vec4 col3 = texture2D(iChannel0, uv - vec2(lineNoise * 0.05 * rng(31.0), 0));
fragColor = vec4(vec3(col1.x, col2.y, col3.z) + noise, 1.0);
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/gray.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec4 mask = texture2D(iChannel0, fragCoord);
float color = (mask.r + mask.g + mask.b) /3.0;
vec4 tempColor =vec4(color, color, color,1.0);
fragColor = tempColor;
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/hexagon_mosaic.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
const float mosaicSize = 0.03;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float length = mosaicSize;
float TR = 0.866025;
float x = texCoord.x;
float y = texCoord.y;
int wx = int(x / 1.5 / length);
int wy = int(y / TR / length);
vec2 v1, v2, vn;
if (wx/2 * 2 == wx) {
if (wy/2 * 2 == wy) {
//(0,0),(1,1)
v1 = vec2(length * 1.5 * float(wx), length * TR * float(wy));
v2 = vec2(length * 1.5 * float(wx + 1), length * TR * float(wy + 1));
} else {
//(0,1),(1,0)
v1 = vec2(length * 1.5 * float(wx), length * TR * float(wy + 1));
v2 = vec2(length * 1.5 * float(wx + 1), length * TR * float(wy));
}
}else {
if (wy/2 * 2 == wy) {
//(0,1),(1,0)
v1 = vec2(length * 1.5 * float(wx), length * TR * float(wy + 1));
v2 = vec2(length * 1.5 * float(wx + 1), length * TR * float(wy));
} else {
//(0,0),(1,1)
v1 = vec2(length * 1.5 * float(wx), length * TR * float(wy));
v2 = vec2(length * 1.5 * float(wx + 1), length * TR * float(wy + 1));
}
}
float s1 = sqrt(pow(v1.x - x, 2.0) + pow(v1.y - y, 2.0));
float s2 = sqrt(pow(v2.x - x, 2.0) + pow(v2.y - y, 2.0));
if (s1 < s2) {
vn = v1;
} else {
vn = v2;
}
vec4 color = texture2D(iChannel0, vn);
fragColor = color;
}
void main () {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/legofied.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
float c = 0.02; //amout of blocks = c*iResolution.x
void mainImage( out vec4 fragColor, in vec2 fragCoord ){
//blocked pixel coordinate
vec2 middle = floor(fragCoord*c+.5)/c;
vec3 color = texture2D(iChannel0, middle/iResolution.xy).rgb;
//lego block effects
//stud
float dis = distance(fragCoord,middle)*c*2.;
if(dis<.65&&dis>.55){
color *= dot(vec2(0.707),normalize(fragCoord-middle))*.5+1.;
}
//side shadow
vec2 delta = abs(fragCoord-middle)*c*2.;
float sdis = max(delta.x,delta.y);
if(sdis>.9){
color *= .8;
}
fragColor = vec4(color,1.0);
}
void main() {
mainImage(gl_FragColor, texCoord*iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/lichtenstein_esque.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
// Size of the quad in pixels
const float size = 15.0;
// Radius of the circle
const float radius = size * 0.5;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Current quad in pixels
vec2 quadPos = floor(fragCoord.xy / size) * size;
// Normalized quad position
vec2 quad = quadPos/iResolution.xy;
// Center of the quad
vec2 quadCenter = (quadPos + size/2.0);
// Distance to quad center
float dist = length(quadCenter - fragCoord.xy);
vec4 texel = texture2D(iChannel0, quad);
if (dist > radius)
{
fragColor = vec4(0.25);
}
else
{
fragColor = texel;
}
}
void main() {
mainImage(gl_FragColor, texCoord*iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/mapping.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 pos = fragCoord.xy;
vec2 uv2 = vec2( fragCoord.xy / iResolution.xy );
vec4 sound = texture2D( iChannel0, uv2 );
pos.x = pos.x + 150.0 * sound.r;
pos.y = pos.y + 150.0 * sound.b;
vec2 uv = pos / iResolution.xy;
vec4 col = texture2D( iChannel1, uv );
col.a += 1.0 - sin( col.x - col.y + iGlobalTime * 0.1 );
fragColor = col * sound.r;
}
void main() {
mainImage(gl_FragColor, texCoord * iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/mirror.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 flipCoord = vec2(1.0-fragCoord.x, fragCoord.y);
if(flipCoord.x >= 0.5){
fragColor = texture2D(iChannel0, vec2( flipCoord.x - 0.5, flipCoord.y ));
} else {
fragColor = texture2D(iChannel0, vec2( 0.5 - flipCoord.x,flipCoord.y ));
}
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/money_filter.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
// Money filter by Giacomo Preciado
// Based on: "Free Engraved Illustration Effect Action for Photoshop" - http://snip.ly/j0gq
// e-mail: giacomo@kyrie.pe
// website: http://kyrie.pe
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 xy = fragCoord.xy / iResolution.yy;
float amplitud = 0.03;
float frecuencia = 10.0;
float gris = 1.0;
float divisor = 8.0 / iResolution.y;
float grosorInicial = divisor * 0.2;
const int kNumPatrones = 6;
// x: seno del angulo, y: coseno del angulo, z: factor de suavizado
vec3 datosPatron[kNumPatrones];
datosPatron[0] = vec3(-0.7071, 0.7071, 3.0); // -45
datosPatron[1] = vec3(0.0, 1.0, 0.6); // 0
datosPatron[2] = vec3(0.0, 1.0, 0.5); // 0
datosPatron[3] = vec3(1.0, 0.0, 0.4); // 90
datosPatron[4] = vec3(1.0, 0.0, 0.3); // 90
datosPatron[5] = vec3(0.0, 1.0, 0.2); // 0
vec4 color = texture2D(iChannel0, vec2(fragCoord.x / iResolution.x, xy.y));
fragColor = color;
for(int i = 0; i < kNumPatrones; i++)
{
float coseno = datosPatron[i].x;
float seno = datosPatron[i].y;
vec2 punto = vec2(
xy.x * coseno - xy.y * seno,
xy.x * seno + xy.y * coseno
);
float grosor = grosorInicial * float(i + 1);
float dist = mod(punto.y + grosor * 0.5 - sin(punto.x * frecuencia) * amplitud, divisor);
float brillo = 0.3 * color.r + 0.4 * color.g + 0.3 * color.b;
if(dist < grosor && brillo < 0.75 - 0.12 * float(i))
{
// Suavizado
float k = datosPatron[i].z;
float x = (grosor - dist) / grosor;
float fx = abs((x - 0.5) / k) - (0.5 - k) / k;
gris = min(fx, gris);
}
}
fragColor = vec4(gris, gris, gris, 1.0);
}
void main() {
mainImage(gl_FragColor, texCoord*iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/negative.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec4 mask = texture2D(iChannel0, fragCoord);
vec4 color =vec4(1.0-mask.r, 1.0-mask.g, 1.0-mask.r,1.0);
fragColor = color;
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/noise_warp.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
float mod289(float x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 perm(vec4 x)
{
return mod289(((x * 34.0) + 1.0) * x);
}
float noise3d(vec3 p)
{
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
float v1 = noise3d(vec3(uv * 10.0, 0.0));
float v2 = noise3d(vec3(uv * 10.0, 1.0));
vec4 color = texture2D(iChannel0, uv + vec2(v1, v2) * 0.1);
fragColor = color;
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/nostalgia.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec4 mask = texture2D(iChannel0, fragCoord);
vec4 tempColor = vec4(0.393 * mask.r + 0.769 * mask.g + 0.189 * mask.b,
0.349 * mask.r + 0.686 * mask.g + 0.168 * mask.b,
0.272 * mask.r + 0.534 * mask.g + 0.131 * mask.b, 1.0);
fragColor = tempColor;
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/original.fsh
================================================
precision mediump float;
varying vec2 texCoord;
uniform sampler2D iChannel0;
void main() {
gl_FragColor = texture2D(iChannel0, texCoord);
}
================================================
FILE: app/src/main/res/raw/original_rtt.fsh
================================================
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 texCoord;
uniform samplerExternalOES iChannel0;
void main() {
gl_FragColor = texture2D(iChannel0, texCoord);
}
================================================
FILE: app/src/main/res/raw/pixelize.fsh
================================================
precision mediump float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
#define S (iResolution.x / 6e1) // The cell size.
void mainImage(out vec4 c, vec2 p)
{
c = texture2D(iChannel0, floor((p + .5) / S) * S / iResolution.xy);
}
void main() {
mainImage(gl_FragColor, texCoord*iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/polygonization.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
varying vec2 texCoord;
vec2 hash2( vec2 p )
{
// procedural white noise
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
vec2 voronoi( in vec2 x )
{
vec2 n = floor(x);
vec2 f = fract(x);
//----------------------------------
// regular voronoi
//----------------------------------
vec2 mg, mr;
float md = 8.0;
for( int j=-1; j<=1; j++ )
for( int i=-1; i<=1; i++ )
{
vec2 g = vec2(float(i),float(j));
vec2 o = hash2( n + g );
vec2 r = g + o - f;
float d = dot(r,r);
if( d<md )
{
md = d;
mr = r;
mg = g;
}
}
return mr;
}
vec3 VoronoiColor(float steps, vec2 p, vec2 uv)
{
vec2 c = voronoi( steps*p );
vec2 uv1 = uv;
uv1.x += c.x/steps;
uv1.y += c.y/steps * iResolution.x/iResolution.y;
return texture2D(iChannel0, vec2(uv1.x, uv1.y)).xyz;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 p = fragCoord.xy/iResolution.xx;
vec2 uv = fragCoord.xy / iResolution.xy;
vec3 color = vec3(0.0,0.0,0.0);
for (float i=0.0; i<4.0; i+=1.0)
{
float steps = 30.0*pow(2.0,i);
color += VoronoiColor(steps, p, uv);
}
fragColor = vec4(color*0.25,1.0);
}
void main() {
mainImage(gl_FragColor, texCoord * iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/refraction.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
vec4 bump = texture2D(iChannel1, uv + iGlobalTime * 0.05);
vec2 vScale = vec2 (0.01, 0.01);
vec2 newUV = uv + bump.xy * vScale.xy;
vec4 col = texture2D(iChannel0, newUV);
fragColor = vec4(col.xyz, 1.0);
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/relief.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
const highp vec3 transMatrix = vec3(0.2125, 0.7154, 0.0721);
const vec4 bgColor = vec4(0.5, 0.5, 0.5, 1.0);
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 currentUV = fragCoord;
vec2 preUV = vec2(currentUV.x-5.0/iResolution.x, currentUV.y-5.0/iResolution.y);
vec4 currentMask = texture2D(iChannel0, currentUV);
vec4 preMask = texture2D(iChannel0, preUV);
vec4 delColor = currentMask - preMask;
float luminance = dot(delColor.rgb, transMatrix);
fragColor = vec4(vec3(luminance), 0.0) + bgColor;
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/swirl.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
const float PI = 3.14159265;
const float rotateRadian = PI/3.0;
const float radiusRatio = 0.8;
const float center = 0.5;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float radius = min(iResolution.x,iResolution.y)*radiusRatio/2.0;
vec2 texCoord = fragCoord;
vec2 currentUV = texCoord;
currentUV.x *= iResolution.x;
currentUV.y *= iResolution.y;
vec2 centerUV = iResolution.xy * center;
vec2 deltaUV = currentUV - centerUV;
float deltaR = length(deltaUV);
float beta = atan(deltaUV.y, deltaUV.x) + rotateRadian * 2.0 * (-(deltaR/radius)*(deltaR/radius) + 1.0);
vec2 dstUV = currentUV;
if(deltaR <= radius){
dstUV = centerUV + deltaR*vec2(cos(beta), sin(beta));
}
dstUV.x /=iResolution.x;
dstUV.y /=iResolution.y;
fragColor = texture2D(iChannel0, dstUV);
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/tile_mosaic.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
vec2 tile_num = vec2(40.0, 20.0);
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
const float minTileSize = 1.0;
const float maxTileSize = 32.0;
const float textureSamplesCount = 3.0;
const float textureEdgeOffset = 0.005;
const float borderSize = 1.0;
const float size = 0.5;
float tileSize = minTileSize + floor(size * (maxTileSize - minTileSize));
tileSize += mod(tileSize, 2.0);
vec2 tileNumber = floor(fragCoord / tileSize);
vec4 accumulator = vec4(0.0);
for (float y = 0.0; y < textureSamplesCount; ++y)
{
for (float x = 0.0; x < textureSamplesCount; ++x)
{
vec2 textureCoordinates = (tileNumber + vec2((x + 0.5)/textureSamplesCount, (y + 0.5)/textureSamplesCount)) * tileSize / iResolution.xy;
textureCoordinates = clamp(textureCoordinates, 0.0 + textureEdgeOffset, 1.0 - textureEdgeOffset);
accumulator += texture2D(iChannel0, textureCoordinates);
}
}
fragColor = accumulator / vec4(textureSamplesCount * textureSamplesCount);
vec2 pixelNumber = floor(fragCoord - (tileNumber * tileSize));
pixelNumber = mod(pixelNumber + borderSize, tileSize);
float pixelBorder = step(min(pixelNumber.x, pixelNumber.y), borderSize) * step(borderSize * 2.0 + 1.0, tileSize);
//float pixelBorder = step(pixelNumber.x, borderSize) * step(pixelNumber.y, borderSize) * step(borderSize * 2.0 + 1.0, tileSize);
fragColor *= pow(fragColor, vec4(pixelBorder));
}
void main() {
mainImage(gl_FragColor, texCoord.xy*iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/triangles_mosaic.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
vec2 tile_num = vec2(40.0,20.0);
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
vec2 uv2 = floor(uv*tile_num)/tile_num;
uv -= uv2;
uv *= tile_num;
fragColor = texture2D( iChannel0, uv2 + vec2(step(1.0-uv.y,uv.x)/(2.0*tile_num.x),
//0,
step(uv.x,uv.y)/(2.0*tile_num.y)
//0
) );
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/triple.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
uniform float u_time;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
if (fragCoord.y <= 0.333){
fragColor = texture2D(iChannel0, vec2(fragCoord.x,fragCoord.y + 0.333));
}else if(fragCoord.y > 0.333 && fragCoord.y<= 0.666){
fragColor = texture2D(iChannel0, fragCoord);
}else{
fragColor = texture2D(iChannel0, vec2(fragCoord.x,fragCoord.y - 0.333));
}
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/raw/vertext.vsh
================================================
attribute vec2 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
void main() {
texCoord = vTexCoord;
gl_Position = vec4 ( vPosition.x, vPosition.y, 0.0, 1.0 );
}
================================================
FILE: app/src/main/res/raw/voronoi.fsh
================================================
precision highp float;
uniform int iFrame;
uniform vec3 iResolution;
uniform vec3 iChannelResolution[2];
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 texCoord;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
#if 0 // debug feature extraction
fragColor = texture2D(iChannel1, uv).wwww;
#else
vec4 cell = texture2D(iChannel0, uv);
vec2 cell_uv = cell.xy;
vec4 video = texture2D(iChannel1, cell_uv);
vec2 dcell = cell_uv * iChannelResolution[0].xy - fragCoord.xy;
float len = length(dcell);
vec3 color = video.xyz * (.9 + len*.005);
fragColor = vec4(color, 1.);
#endif
}
void main() {
mainImage(gl_FragColor, texCoord*iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/voronoi_buf_a.fsh
================================================
precision highp float;
uniform int iFrame;
uniform vec3 iResolution;
uniform vec3 iChannelResolution[2];
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 texCoord;
// A super simple video source with feature detection
float grayScale(vec4 c) { return c.x*.29 + c.y*.58 + c.z*.13; }
//============================================================
vec4 GenerateSeed (in vec2 fragCoord)
{
vec2 uv = fragCoord / iResolution.xy;
vec3 dataStep = vec3( vec2(1.) / iChannelResolution[0].xy, 0.);
vec4 fragColor = texture2D( iChannel0, uv );
float d = grayScale(fragColor);
float dL = grayScale(texture2D( iChannel0, uv - dataStep.xz ));
float dR = grayScale(texture2D( iChannel0, uv + dataStep.xz ));
float dU = grayScale(texture2D( iChannel0, uv - dataStep.zy ));
float dD = grayScale(texture2D( iChannel0, uv + dataStep.zy ));
float w = float( d*0.99 > max(max(dL, dR), max(dU, dD)) );
w = max(w, texture2D( iChannel1, uv ).w*.9); // get some from previous frame
fragColor.w = w;
return fragColor;
}
//============================================================
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
fragColor = GenerateSeed(fragCoord);
}
void main() {
mainImage(gl_FragColor, texCoord*iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/voronoi_buf_b.fsh
================================================
precision highp float;
uniform int iFrame;
uniform vec3 iResolution;
uniform vec3 iChannelResolution[2];
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 texCoord;
// how many JFA steps to do. 2^c_maxSteps is max image size on x and y
const float c_maxSteps = 10.0;
//============================================================
vec4 StepJFA (in vec2 fragCoord, in float level)
{
float stepwidth = floor(exp2(c_maxSteps - 1. - level)+0.5);
float bestDistance = 9999.0;
vec2 bestCoord = vec2(0.0);
for (int y = -1; y <= 1; ++y) {
for (int x = -1; x <= 1; ++x) {
vec2 sampleCoord = fragCoord + vec2(x,y) * stepwidth;
vec4 data = texture2D( iChannel0, sampleCoord / iChannelResolution[0].xy);
vec2 seedCoord = data.xy * iChannelResolution[0].xy;
float dist = length(seedCoord - fragCoord);
if ((seedCoord.x != 0.0 || seedCoord.y != 0.0) && dist < bestDistance)
{
bestDistance = dist;
bestCoord = seedCoord;
}
}
}
return vec4(bestCoord / iChannelResolution[0].xy, 0.0, 0.0);
}
//============================================================
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float fFrame = float(iFrame);
float level = mod(fFrame,c_maxSteps);
if (level < .5) {
if (texture2D(iChannel1, fragCoord / iResolution.xy).w > .5)
fragColor = vec4(fragCoord / iChannelResolution[0].xy, 0.0, 0.0);
else
fragColor = vec4(0.0);
return;
}
fragColor = StepJFA(fragCoord, level);
}
void main() {
mainImage(gl_FragColor, texCoord*iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/voronoi_buf_c.fsh
================================================
precision highp float;
uniform int iFrame;
uniform vec3 iResolution;
uniform vec3 iChannelResolution[2];
uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 texCoord;
// A secondary buffer to get clean Voronoi every N-th frame
// this must be in sync with JFA algorithm constant
const float c_maxSteps = 10.0;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
if (mod(float(iFrame+1),c_maxSteps) < .5) {
fragColor = texture2D(iChannel1, uv); // update to new voronoi cell
} else {
fragColor = texture2D(iChannel0, uv); // no change
}
}
void main() {
mainImage(gl_FragColor, texCoord*iResolution.xy);
}
================================================
FILE: app/src/main/res/raw/water_reflection.fsh
================================================
precision highp float;
uniform vec3 iResolution;
uniform sampler2D iChannel0;
varying vec2 texCoord;
float waterLevel = 0.5;
float waveAmplitude = 0.01;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
if(fragCoord.y >= waterLevel){
fragColor = texture2D(iChannel0, fragCoord);
}else{
fragColor = texture2D(iChannel0,vec2(fragCoord.x + fract(sin(dot(fragCoord.xy ,vec2(12.9898,78.233))) * 43758.5453) * waveAmplitude,
2.0 * waterLevel - fragCoord.y));
}
}
void main() {
mainImage(gl_FragColor, texCoord);
}
================================================
FILE: app/src/main/res/values/colors.xml
================================================
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="colorPrimary">#646464</color>
<color name="colorPrimaryDark">#646464</color>
<color name="colorAccent">#FF4081</color>
</resources>
================================================
FILE: app/src/main/res/values/strings.xml
================================================
<resources>
<string name="app_name">CameraFilter</string>
</resources>
================================================
FILE: app/src/main/res/values/styles.xml
================================================
<resources>
<!-- Base application theme. -->
<style name="AppTheme" parent="Theme.AppCompat.Light.DarkActionBar">
<!-- Customize your theme here. -->
<item name="colorPrimary">@color/colorPrimary</item>
<item name="colorPrimaryDark">@color/colorPrimaryDark</item>
<item name="colorAccent">@color/colorAccent</item>
</style>
</resources>
================================================
FILE: build.gradle
================================================
buildscript {
repositories {
jcenter()
google()
}
dependencies {
classpath 'com.android.tools.build:gradle:3.4.0'
}
}
allprojects {
repositories {
jcenter()
google()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}
================================================
FILE: gradle/wrapper/gradle-wrapper.properties
================================================
#Sat Jun 01 14:43:03 CST 2019
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-5.1.1-all.zip
================================================
FILE: gradle.properties
================================================
## Project-wide Gradle settings.
#
# For more details on how to configure your build environment visit
# http://www.gradle.org/docs/current/userguide/build_environment.html
#
# Specifies the JVM arguments used for the daemon process.
# The setting is particularly useful for tweaking memory settings.
# Default value: -Xmx10248m -XX:MaxPermSize=256m
# org.gradle.jvmargs=-Xmx2048m -XX:MaxPermSize=512m -XX:+HeapDumpOnOutOfMemoryError -Dfile.encoding=UTF-8
#
# When configured, Gradle will run in incubating parallel mode.
# This option should only be used with decoupled projects. More details, visit
# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
# org.gradle.parallel=true
================================================
FILE: gradlew
================================================
#!/usr/bin/env bash
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn ( ) {
echo "$*"
}
die ( ) {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
esac
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin, switch paths to Windows format before running java
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=$((i+1))
done
case $i in
(0) set -- ;;
(1) set -- "$args0" ;;
(2) set -- "$args0" "$args1" ;;
(3) set -- "$args0" "$args1" "$args2" ;;
(4) set -- "$args0" "$args1" "$args2" "$args3" ;;
(5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
(6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
(7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
(8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
(9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Split up the JVM_OPTS And GRADLE_OPTS values into an array, following the shell quoting and substitution rules
function splitJvmOpts() {
JVM_OPTS=("$@")
}
eval splitJvmOpts $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS
JVM_OPTS[${#JVM_OPTS[*]}]="-Dorg.gradle.appname=$APP_BASE_NAME"
exec "$JAVACMD" "${JVM_OPTS[@]}" -classpath "$CLASSPATH" org.gradle.wrapper.GradleWrapperMain "$@"
================================================
FILE: gradlew.bat
================================================
@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS=
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto init
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto init
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:init
@rem Get command-line arguments, handling Windowz variants
if not "%OS%" == "Windows_NT" goto win9xME_args
if "%@eval[2+2]" == "4" goto 4NT_args
:win9xME_args
@rem Slurp the command line arguments.
set CMD_LINE_ARGS=
set _SKIP=2
:win9xME_args_slurp
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
goto execute
:4NT_args
@rem Get arguments from the 4NT Shell from JP Software
set CMD_LINE_ARGS=%$
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega
================================================
FILE: settings.gradle
================================================
include ':app'
gitextract_vkslxcew/ ├── .gitignore ├── LICENSE ├── README.md ├── app/ │ ├── .gitignore │ ├── build.gradle │ ├── proguard-rules.pro │ └── src/ │ └── main/ │ ├── AndroidManifest.xml │ ├── java/ │ │ └── cn/ │ │ └── nekocode/ │ │ └── camerafilter/ │ │ ├── CameraRenderer.java │ │ ├── MainActivity.java │ │ ├── MyGLUtils.java │ │ ├── RenderBuffer.java │ │ └── filter/ │ │ ├── AsciiArtFilter.java │ │ ├── BasicDeformFilter.java │ │ ├── BlackAndWhiteFilter.java │ │ ├── BlueorangeFilter.java │ │ ├── CameraFilter.java │ │ ├── CartoonFilter.java │ │ ├── CastingFilter.java │ │ ├── ChromaticAberrationFilter.java │ │ ├── ContrastFilter.java │ │ ├── CrackedFilter.java │ │ ├── CrosshatchFilter.java │ │ ├── EMInterferenceFilter.java │ │ ├── EdgeDetectionFilter.java │ │ ├── GrayFilter.java │ │ ├── HexagonMosaicFilter.java │ │ ├── JFAVoronoiFilter.java │ │ ├── LegofiedFilter.java │ │ ├── LichtensteinEsqueFilter.java │ │ ├── MappingFilter.java │ │ ├── MirrorFilter.java │ │ ├── MoneyFilter.java │ │ ├── NegativeFilter.java │ │ ├── NoiseWarpFilter.java │ │ ├── NostalgiaFilter.java │ │ ├── OriginalFilter.java │ │ ├── PixelizeFilter.java │ │ ├── PolygonizationFilter.java │ │ ├── RefractionFilter.java │ │ ├── ReliefFilter.java │ │ ├── SwirlFilter.java │ │ ├── TileMosaicFilter.java │ │ ├── TrianglesMosaicFilter.java │ │ ├── TripleFilter.java │ │ └── WaterReflectionFilter.java │ └── res/ │ ├── menu/ │ │ └── filter.xml │ ├── raw/ │ │ ├── ascii_art.fsh │ │ ├── basic_deform.fsh │ │ ├── black_and_white.fsh │ │ ├── blue_orange.fsh │ │ ├── cartoon.fsh │ │ ├── casting.fsh │ │ ├── chromatic_aberration.fsh │ │ ├── contrast.fsh │ │ ├── cracked.fsh │ │ ├── crosshatch.fsh │ │ ├── edge_detection.fsh │ │ ├── em_interference.fsh │ │ ├── gray.fsh │ │ ├── hexagon_mosaic.fsh │ │ ├── legofied.fsh │ │ ├── lichtenstein_esque.fsh │ │ ├── mapping.fsh │ │ ├── mirror.fsh │ │ ├── money_filter.fsh │ │ ├── negative.fsh │ │ ├── noise_warp.fsh │ │ ├── nostalgia.fsh │ │ ├── original.fsh │ │ ├── original_rtt.fsh │ │ ├── pixelize.fsh │ │ ├── polygonization.fsh │ │ ├── refraction.fsh │ │ ├── relief.fsh │ │ ├── swirl.fsh │ │ ├── tile_mosaic.fsh │ │ ├── triangles_mosaic.fsh │ │ ├── triple.fsh │ │ ├── vertext.vsh │ │ ├── voronoi.fsh │ │ ├── voronoi_buf_a.fsh │ │ ├── voronoi_buf_b.fsh │ │ ├── voronoi_buf_c.fsh │ │ └── water_reflection.fsh │ └── values/ │ ├── colors.xml │ ├── strings.xml │ └── styles.xml ├── build.gradle ├── gradle/ │ └── wrapper/ │ ├── gradle-wrapper.jar │ └── gradle-wrapper.properties ├── gradle.properties ├── gradlew ├── gradlew.bat └── settings.gradle
SYMBOL INDEX (148 symbols across 38 files)
FILE: app/src/main/java/cn/nekocode/camerafilter/CameraRenderer.java
class CameraRenderer (line 74) | public class CameraRenderer implements Runnable, TextureView.SurfaceText...
method CameraRenderer (line 97) | public CameraRenderer(Context context) {
method onSurfaceTextureUpdated (line 101) | @Override
method onSurfaceTextureSizeChanged (line 105) | @Override
method onSurfaceTextureDestroyed (line 111) | @Override
method onSurfaceTextureAvailable (line 125) | @Override
method setSelectedFilter (line 145) | public void setSelectedFilter(int id) {
method run (line 152) | @Override
method initGL (line 235) | private void initGL(SurfaceTexture texture) {
method getBackCamera (line 295) | private Pair<Camera.CameraInfo, Integer> getBackCamera() {
FILE: app/src/main/java/cn/nekocode/camerafilter/MainActivity.java
class MainActivity (line 48) | public class MainActivity extends AppCompatActivity implements GestureDe...
method onCreate (line 79) | @Override
method onRequestPermissionsResult (line 106) | @Override
method setupCameraPreviewView (line 117) | void setupCameraPreviewView() {
method onCreateOptionsMenu (line 140) | @Override
method onOptionsItemSelected (line 146) | @Override
method capture (line 167) | private boolean capture() {
method genSaveFileName (line 195) | private String genSaveFileName(String prefix, String suffix) {
method onDown (line 203) | @Override
method onShowPress (line 209) | @Override
method onSingleTapUp (line 214) | @Override
method onScroll (line 219) | @Override
method onLongPress (line 224) | @Override
method onFling (line 229) | @Override
method circleLoop (line 241) | private int circleLoop(int size, int currentPos, int step) {
FILE: app/src/main/java/cn/nekocode/camerafilter/MyGLUtils.java
class MyGLUtils (line 36) | public class MyGLUtils {
method genTexture (line 39) | public static int genTexture() {
method genTexture (line 43) | public static int genTexture(int textureType) {
method loadTexture (line 65) | public static int loadTexture(final Context context, final int resourc...
method buildProgram (line 94) | public static int buildProgram(Context context, int vertexSourceRawId,...
method buildProgram (line 99) | public static int buildProgram(String vertexSource, String fragmentSou...
method buildShader (line 122) | public static int buildShader(int type, String shaderSource) {
method getStringFromRaw (line 142) | private static String getStringFromRaw(Context context, int id) {
FILE: app/src/main/java/cn/nekocode/camerafilter/RenderBuffer.java
class RenderBuffer (line 29) | public class RenderBuffer {
method RenderBuffer (line 37) | public RenderBuffer(int width, int height, int activeTexUnit) {
method getTexId (line 71) | public int getTexId() {
method getWidth (line 75) | public int getWidth() {
method getHeight (line 79) | public int getHeight() {
method getActiveTexUnit (line 83) | public int getActiveTexUnit() {
method bind (line 87) | public void bind() {
method unbind (line 97) | public void unbind() {
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/AsciiArtFilter.java
class AsciiArtFilter (line 27) | public class AsciiArtFilter extends CameraFilter {
method AsciiArtFilter (line 30) | public AsciiArtFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/BasicDeformFilter.java
class BasicDeformFilter (line 27) | public class BasicDeformFilter extends CameraFilter {
method BasicDeformFilter (line 30) | public BasicDeformFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/BlackAndWhiteFilter.java
class BlackAndWhiteFilter (line 27) | public class BlackAndWhiteFilter extends CameraFilter {
method BlackAndWhiteFilter (line 30) | public BlackAndWhiteFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/BlueorangeFilter.java
class BlueorangeFilter (line 27) | public class BlueorangeFilter extends CameraFilter {
method BlueorangeFilter (line 30) | public BlueorangeFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CameraFilter.java
class CameraFilter (line 34) | public abstract class CameraFilter {
method CameraFilter (line 64) | public CameraFilter(Context context) {
method onAttach (line 92) | @CallSuper
method draw (line 97) | final public void draw(int cameraTexId, int canvasWidth, int canvasHei...
method onDraw (line 134) | abstract void onDraw(int cameraTexId, int canvasWidth, int canvasHeight);
method setupShaderInputs (line 136) | void setupShaderInputs(int program, int[] iResolution, int[] iChannels...
method setupShaderInputs (line 140) | void setupShaderInputs(int program, FloatBuffer vertex, FloatBuffer te...
method release (line 181) | public static void release() {
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CartoonFilter.java
class CartoonFilter (line 27) | public class CartoonFilter extends CameraFilter {
method CartoonFilter (line 30) | public CartoonFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CastingFilter.java
class CastingFilter (line 27) | public class CastingFilter extends CameraFilter {
method CastingFilter (line 30) | public CastingFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/ChromaticAberrationFilter.java
class ChromaticAberrationFilter (line 27) | public class ChromaticAberrationFilter extends CameraFilter {
method ChromaticAberrationFilter (line 30) | public ChromaticAberrationFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/ContrastFilter.java
class ContrastFilter (line 27) | public class ContrastFilter extends CameraFilter {
method ContrastFilter (line 30) | public ContrastFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CrackedFilter.java
class CrackedFilter (line 27) | public class CrackedFilter extends CameraFilter {
method CrackedFilter (line 30) | public CrackedFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/CrosshatchFilter.java
class CrosshatchFilter (line 27) | public class CrosshatchFilter extends CameraFilter {
method CrosshatchFilter (line 30) | public CrosshatchFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/EMInterferenceFilter.java
class EMInterferenceFilter (line 27) | public class EMInterferenceFilter extends CameraFilter {
method EMInterferenceFilter (line 30) | public EMInterferenceFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/EdgeDetectionFilter.java
class EdgeDetectionFilter (line 27) | public class EdgeDetectionFilter extends CameraFilter {
method EdgeDetectionFilter (line 30) | public EdgeDetectionFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/GrayFilter.java
class GrayFilter (line 27) | public class GrayFilter extends CameraFilter {
method GrayFilter (line 30) | public GrayFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/HexagonMosaicFilter.java
class HexagonMosaicFilter (line 27) | public class HexagonMosaicFilter extends CameraFilter {
method HexagonMosaicFilter (line 30) | public HexagonMosaicFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/JFAVoronoiFilter.java
class JFAVoronoiFilter (line 28) | public class JFAVoronoiFilter extends CameraFilter {
method JFAVoronoiFilter (line 38) | public JFAVoronoiFilter(Context context) {
method onDraw (line 48) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/LegofiedFilter.java
class LegofiedFilter (line 27) | public class LegofiedFilter extends CameraFilter {
method LegofiedFilter (line 30) | public LegofiedFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/LichtensteinEsqueFilter.java
class LichtensteinEsqueFilter (line 27) | public class LichtensteinEsqueFilter extends CameraFilter {
method LichtensteinEsqueFilter (line 30) | public LichtensteinEsqueFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/MappingFilter.java
class MappingFilter (line 27) | public class MappingFilter extends CameraFilter {
method MappingFilter (line 31) | public MappingFilter(Context context) {
method onDraw (line 41) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/MirrorFilter.java
class MirrorFilter (line 27) | public class MirrorFilter extends CameraFilter {
method MirrorFilter (line 30) | public MirrorFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/MoneyFilter.java
class MoneyFilter (line 27) | public class MoneyFilter extends CameraFilter {
method MoneyFilter (line 30) | public MoneyFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/NegativeFilter.java
class NegativeFilter (line 27) | public class NegativeFilter extends CameraFilter {
method NegativeFilter (line 30) | public NegativeFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/NoiseWarpFilter.java
class NoiseWarpFilter (line 27) | public class NoiseWarpFilter extends CameraFilter {
method NoiseWarpFilter (line 30) | public NoiseWarpFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/NostalgiaFilter.java
class NostalgiaFilter (line 27) | public class NostalgiaFilter extends CameraFilter {
method NostalgiaFilter (line 30) | public NostalgiaFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/OriginalFilter.java
class OriginalFilter (line 27) | public class OriginalFilter extends CameraFilter {
method OriginalFilter (line 30) | public OriginalFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/PixelizeFilter.java
class PixelizeFilter (line 27) | public class PixelizeFilter extends CameraFilter {
method PixelizeFilter (line 30) | public PixelizeFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/PolygonizationFilter.java
class PolygonizationFilter (line 27) | public class PolygonizationFilter extends CameraFilter {
method PolygonizationFilter (line 30) | public PolygonizationFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/RefractionFilter.java
class RefractionFilter (line 27) | public class RefractionFilter extends CameraFilter {
method RefractionFilter (line 31) | public RefractionFilter(Context context) {
method onDraw (line 41) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/ReliefFilter.java
class ReliefFilter (line 27) | public class ReliefFilter extends CameraFilter {
method ReliefFilter (line 30) | public ReliefFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/SwirlFilter.java
class SwirlFilter (line 27) | public class SwirlFilter extends CameraFilter {
method SwirlFilter (line 30) | public SwirlFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/TileMosaicFilter.java
class TileMosaicFilter (line 27) | public class TileMosaicFilter extends CameraFilter {
method TileMosaicFilter (line 30) | public TileMosaicFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/TrianglesMosaicFilter.java
class TrianglesMosaicFilter (line 27) | public class TrianglesMosaicFilter extends CameraFilter {
method TrianglesMosaicFilter (line 30) | public TrianglesMosaicFilter(Context context) {
method onDraw (line 37) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/TripleFilter.java
class TripleFilter (line 27) | public class TripleFilter extends CameraFilter {
method TripleFilter (line 30) | public TripleFilter(Context context) {
method onDraw (line 35) | @Override
FILE: app/src/main/java/cn/nekocode/camerafilter/filter/WaterReflectionFilter.java
class WaterReflectionFilter (line 27) | public class WaterReflectionFilter extends CameraFilter {
method WaterReflectionFilter (line 30) | public WaterReflectionFilter(Context context) {
method onDraw (line 35) | @Override
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"path": "LICENSE",
"chars": 10141,
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},
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"path": "README.md",
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"preview": "<resources>\n <string name=\"app_name\">CameraFilter</string>\n</resources>\n"
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"preview": "<resources>\n\n <!-- Base application theme. -->\n <style name=\"AppTheme\" parent=\"Theme.AppCompat.Light.DarkActionBar"
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"path": "gradle/wrapper/gradle-wrapper.properties",
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"preview": "#Sat Jun 01 14:43:03 CST 2019\ndistributionBase=GRADLE_USER_HOME\ndistributionPath=wrapper/dists\nzipStoreBase=GRADLE_USER_"
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"path": "gradle.properties",
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]
// ... and 1 more files (download for full content)
About this extraction
This page contains the full source code of the WeLikeVis/CameraFilter GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 94 files (149.7 KB), approximately 43.2k tokens, and a symbol index with 148 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.