package com.kofax.kmc.ken.engines.gpu.shaders; import android.opengl.GLES20; import com.kofax.kmc.ken.engines.gpu.OpenGLESContextManager; import com.kofax.kmc.ken.engines.gpu.OpenGlUtils; /* loaded from: classes3.dex */ public class RgbSobelShader extends SinglePassShader { protected static final String FragmentShaderString = "precision highp float;varying vec2 leftTextureCoordinate;varying vec2 rightTextureCoordinate;varying vec2 topTextureCoordinate;varying vec2 topLeftTextureCoordinate;varying vec2 topRightTextureCoordinate;varying vec2 bottomTextureCoordinate;varying vec2 bottomLeftTextureCoordinate;varying vec2 bottomRightTextureCoordinate;uniform sampler2D inputImageTexture;uniform float edgeStrength;void main(){vec3 bottomLeft = texture2D(inputImageTexture, bottomLeftTextureCoordinate).rgb;vec3 topRight = texture2D(inputImageTexture, topRightTextureCoordinate).rgb;vec3 topLeft = texture2D(inputImageTexture, topLeftTextureCoordinate).rgb;vec3 bottomRight = texture2D(inputImageTexture, bottomRightTextureCoordinate).rgb;vec3 left = texture2D(inputImageTexture, leftTextureCoordinate).rgb;vec3 right = texture2D(inputImageTexture, rightTextureCoordinate).rgb;vec3 bottom = texture2D(inputImageTexture, bottomTextureCoordinate).rgb;vec3 top = texture2D(inputImageTexture, topTextureCoordinate).rgb;vec3 h = (2.0 * (bottom - top)) + (bottomLeft + bottomRight - topLeft - topRight);vec3 v = (2.0 * (right - left)) + (bottomRight + topRight - bottomLeft - topLeft);vec3 mag = edgeStrength * vec3(length(vec2(h.r, v.r)), length(vec2(h.g, v.g)), length(vec2(h.b, v.b)));gl_FragColor = vec4(vec3(mag.r + mag.g + mag.b), 1.0);}"; protected int _edgeStrengthUniform; protected int _texelHeightUniform; protected int _texelWidthUniform; public RgbSobelShader(OpenGLESContextManager openGLESContextManager) { super(openGLESContextManager); this._texelWidthUniform = 0; this._texelHeightUniform = 0; this._edgeStrengthUniform = 0; } @Override // com.kofax.kmc.ken.engines.gpu.shaders.SinglePassShader public int getProgram() { if (this._program == 0) { this._program = OpenGlUtils.loadProgram("attribute vec4 position;attribute vec4 inputTextureCoordinate;uniform float texelWidth;uniform float texelHeight;varying vec2 leftTextureCoordinate;varying vec2 rightTextureCoordinate;varying vec2 topTextureCoordinate;varying vec2 topLeftTextureCoordinate;varying vec2 topRightTextureCoordinate;varying vec2 bottomTextureCoordinate;varying vec2 bottomLeftTextureCoordinate;varying vec2 bottomRightTextureCoordinate;void main(){gl_Position = position;vec2 widthStep = vec2(texelWidth, 0.0);vec2 heightStep = vec2(0.0, texelHeight);vec2 widthHeightStep = vec2(texelWidth, texelHeight);vec2 widthNegativeHeightStep = vec2(texelWidth, -texelHeight);leftTextureCoordinate = inputTextureCoordinate.xy - widthStep;rightTextureCoordinate = inputTextureCoordinate.xy + widthStep;topTextureCoordinate = inputTextureCoordinate.xy - heightStep;topLeftTextureCoordinate = inputTextureCoordinate.xy - widthHeightStep;topRightTextureCoordinate = inputTextureCoordinate.xy + widthNegativeHeightStep;bottomTextureCoordinate = inputTextureCoordinate.xy + heightStep;bottomLeftTextureCoordinate = inputTextureCoordinate.xy - widthNegativeHeightStep;bottomRightTextureCoordinate = inputTextureCoordinate.xy + widthHeightStep;}", FragmentShaderString, new int[]{0, 1}, new String[]{"position", "inputTextureCoordinate"}, 2); this._texelWidthUniform = GLES20.glGetUniformLocation(this._program, "texelWidth"); this._texelHeightUniform = GLES20.glGetUniformLocation(this._program, "texelHeight"); this._edgeStrengthUniform = GLES20.glGetUniformLocation(this._program, "edgeStrength"); } return this._program; } public int getTexelWidthUniform() { return this._texelWidthUniform; } public int getTexelHeightUniform() { return this._texelHeightUniform; } public int getEdgeStrengthUniform() { return this._edgeStrengthUniform; } }