Anyone know what the story is with BlackWhiteFilter.java?

As far as I can tell, it has nothing to do with making stuff black and 
white.  The output is in full color.

Here's the brains behind it:


    private final String mBlackWhiteShader =
            "precision mediump float;\n" +
            "uniform sampler2D tex_sampler_0;\n" +
            "uniform vec2 seed;\n" +
            "uniform float black;\n" +
            "uniform float scale;\n" +
            "uniform float stepsize;\n" +
            "varying vec2 v_texcoord;\n" +
            "float rand(vec2 loc) {\n" +
            // Compute sin(theta), theta = 12.9898 x + 78.233y
            // because floating point has limited range, make theta = 
theta1 + theta2
            // where theta1 = 12x + 78y and theta2 = 0.9898x + 0.233y)
            // Note that theta1 and theta2 cover diffent range of theta.
            "  float theta1 = dot(loc, vec2(0.9898, 0.233));\n" +
            "  float theta2 = dot(loc, vec2(12.0, 78.0));\n" +
            // Use the property sin(theta) = 
cos(theta1)*sin(theta2)+sin(theta1)*cos(theta2)
            // this approach also increases the precisions of sin(theta)
            "  float value = cos(theta1) * sin(theta2) + sin(theta1) * 
cos(theta2);\n" +
            // fract(43758.5453 * x) = fract(43758 * x + 0.5453 * x)
            // keep value of part1 in range: (2^-14 to 2^14). Since 43758 = 
117 * 374
            // fract(43758 * sin(theta)) = mod(221 * mod(198*sin(theta), 
1.0), 1.0)
            // also to keep as much decimal digits, use the property
            // mod(mod(198*sin(theta)) = mod(mod(197*sin(theta) + 
sin(theta))
            "  float temp = mod(197.0 * value, 1.0) + value;\n" +
            "  float part1 = mod(220.0 * temp, 1.0) + temp;\n" +
            "  float part2 = value * 0.5453;\n" +
            "  float part3 = cos(theta1 + theta2) * 0.43758;\n" +
            "  return fract(part1 + part2 + part3);\n" +
            "}\n" +
            "void main() {\n" +
            "  vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" +
            "  float dither = rand(v_texcoord + seed);\n" +
            "  vec3 xform = clamp((color.rgb - black) * scale, 0.0, 
1.0);\n" +
            "  vec3 temp = clamp((color.rgb + stepsize - black) * scale, 
0.0, 1.0);\n" +
            "  vec3 new_color = clamp(xform + (temp - xform) * (dither - 
0.5), 0.0, 1.0);\n" +
            "  gl_FragColor = vec4(new_color, color.a);\n" +
            "}\n";

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