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 GPUImageDivideBlendFilter extends GPUImageTwoInputFilter {
      public static final String DIVIDE_BLEND_FRAGMENT_SHADER = "varying highp vec2 textureCoordinate;\n" +
              " varying highp vec2 textureCoordinate2;\n" +
              "\n" +
              " uniform sampler2D inputImageTexture;\n" +
              " uniform sampler2D inputImageTexture2;\n" +
              " \n" +
              " void main()\n" +
              " {\n" +
              "   mediump vec4 base = texture2D(inputImageTexture, textureCoordinate);\n" +
              "   mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);\n" +
              "   \n" +
              "   mediump float ra;\n" +
              "   if (overlay.a == 0.0 || ((base.r / overlay.r) > (base.a / overlay.a)))\n" +
              "     ra = overlay.a * base.a + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);\n" +
              "   else\n" +
              "     ra = (base.r * overlay.a * overlay.a) / overlay.r + overlay.r * (1.0 - base.a) + base.r * (1.0 - overlay.a);\n" +
              "   \n" +
              "\n" +
              "   mediump float ga;\n" +
              "   if (overlay.a == 0.0 || ((base.g / overlay.g) > (base.a / overlay.a)))\n" +
              "     ga = overlay.a * base.a + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);\n" +
              "   else\n" +
              "     ga = (base.g * overlay.a * overlay.a) / overlay.g + overlay.g * (1.0 - base.a) + base.g * (1.0 - overlay.a);\n" +
              "\n" +
              "   \n" +
              "   mediump float ba;\n" +
              "   if (overlay.a == 0.0 || ((base.b / overlay.b) > (base.a / overlay.a)))\n" +
              "     ba = overlay.a * base.a + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);\n" +
              "   else\n" +
              "     ba = (base.b * overlay.a * overlay.a) / overlay.b + overlay.b * (1.0 - base.a) + base.b * (1.0 - overlay.a);\n" +
              "\n" +
              "   mediump float a = overlay.a + base.a - overlay.a * base.a;\n" +
              "   \n" +
              "   gl_FragColor = vec4(ra, ga, ba, a);\n" +
              " }";
  
      public GPUImageDivideBlendFilter() {
          super(DIVIDE_BLEND_FRAGMENT_SHADER);
      }
  }
  