content: /*
   * Copyright (C) 2012 CyberAgent
   *
   * 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 jp.co.cyberagent.android.gpuimage;
  
  public class GPUImageWeakPixelInclusionFilter extends GPUImage3x3TextureSamplingFilter {
      public static final String WEAKPIXEL_FRAGMENT_SHADER = "" +
              "precision lowp float;\n" +
              "\n" +
              "varying vec2 textureCoordinate;\n" +
              "varying vec2 leftTextureCoordinate;\n" +
              "varying vec2 rightTextureCoordinate;\n" +
              "\n" +
              "varying vec2 topTextureCoordinate;\n" +
              "varying vec2 topLeftTextureCoordinate;\n" +
              "varying vec2 topRightTextureCoordinate;\n" +
              "\n" +
              "varying vec2 bottomTextureCoordinate;\n" +
              "varying vec2 bottomLeftTextureCoordinate;\n" +
              "varying vec2 bottomRightTextureCoordinate;\n" +
              "\n" +
              "uniform sampler2D inputImageTexture;\n" +
              "\n" +
              "void main()\n" +
              "{\n" +
              "float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;\n" +
              "float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;\n" +
              "float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;\n" +
              "float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;\n" +
              "float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;\n" +
              "float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;\n" +
              "float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;\n" +
              "float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;\n" +
              "float centerIntensity = texture2D(inputImageTexture, textureCoordinate).r;\n" +
              "\n" +
              "float pixelIntensitySum = bottomLeftIntensity + topRightIntensity + topLeftIntensity + bottomRightIntensity + leftIntensity + rightIntensity + bottomIntensity + topIntensity + centerIntensity;\n" +
              "float sumTest = step(1.5, pixelIntensitySum);\n" +
              "float pixelTest = step(0.01, centerIntensity);\n" +
              "\n" +
              "gl_FragColor = vec4(vec3(sumTest * pixelTest), 1.0);\n" +
              "}\n";
  
      public GPUImageWeakPixelInclusionFilter() {
          super(WEAKPIXEL_FRAGMENT_SHADER);
      }
  }
  