Shader传参

作者: 我是老中壹 | 来源:发表于2017-06-01 19:09 被阅读0次

    java->shader传参

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

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