what-the-bank/sources/com/kofax/kmc/ken/engines/gpu/shaders/GrayGaussianBlur3x3Shader.java

37 lines
4.0 KiB
Java

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 GrayGaussianBlur3x3Shader extends SinglePassShader {
protected static final String FragmentShaderString = "precision highp float;varying vec2 textureCoordinate;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;const vec3 side = vec3(0.0625, 0.1250, 0.0625);const vec3 center = vec3(0.1250, 0.2500, 0.1250);void main(){float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;float sumL = dot(vec3(topLeftIntensity, leftIntensity, bottomLeftIntensity), side);float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;float centerIntensity = texture2D(inputImageTexture, textureCoordinate).r;float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;float sumC = dot(vec3(topIntensity, centerIntensity, bottomIntensity), center);float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;float sumR = dot(vec3(topRightIntensity, rightIntensity, bottomRightIntensity), side);gl_FragColor = vec4(vec3(sumL + sumC + sumR), 1.0);}";
protected int _texelHeightUniform;
protected int _texelWidthUniform;
public GrayGaussianBlur3x3Shader(OpenGLESContextManager openGLESContextManager) {
super(openGLESContextManager);
this._texelWidthUniform = 0;
this._texelHeightUniform = 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 textureCoordinate;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);textureCoordinate = inputTextureCoordinate.xy;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");
}
return this._program;
}
public int getTexelWidthUniform() {
return this._texelWidthUniform;
}
public int getTexelHeightUniform() {
return this._texelHeightUniform;
}
}