tilt-shift-camera/app/src/main/res/raw/tiltshift_fragment.glsl

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#extension GL_OES_EGL_image_external : require
// Fragment shader for tilt-shift effect
// Applies gradient blur based on distance from focus line
precision mediump float;
// Camera texture (external texture for camera preview)
uniform samplerExternalOES uTexture;
// Effect parameters
uniform float uAngle; // Rotation angle in radians
uniform float uPositionX; // Horizontal center of focus (0-1)
uniform float uPositionY; // Vertical center of focus (0-1)
uniform float uSize; // Size of in-focus region (0-1)
uniform float uBlurAmount; // Maximum blur intensity (0-1)
uniform vec2 uResolution; // Texture resolution for proper sampling
varying vec2 vTexCoord;
// Calculate signed distance from the focus line
float focusDistance(vec2 uv) {
// Center point of the focus region
vec2 center = vec2(uPositionX, uPositionY);
vec2 offset = uv - center;
float cosA = cos(uAngle);
float sinA = sin(uAngle);
// After rotation, measure perpendicular distance from center line
float rotatedY = -offset.x * sinA + offset.y * cosA;
return abs(rotatedY);
}
// Calculate blur factor based on distance from focus
float blurFactor(float dist) {
// Smooth transition from in-focus to blurred
float halfSize = uSize * 0.5;
float transitionSize = halfSize * 0.5;
if (dist < halfSize) {
return 0.0; // In focus region
}
// Smooth falloff using smoothstep
float normalizedDist = (dist - halfSize) / transitionSize;
return smoothstep(0.0, 1.0, normalizedDist) * uBlurAmount;
}
// Get Gaussian weight for blur kernel (9-tap, sigma ~= 2.0)
float getWeight(int i) {
if (i == 0) return 0.0162;
if (i == 1) return 0.0540;
if (i == 2) return 0.1216;
if (i == 3) return 0.1933;
if (i == 4) return 0.2258;
if (i == 5) return 0.1933;
if (i == 6) return 0.1216;
if (i == 7) return 0.0540;
return 0.0162; // i == 8
}
// Sample with Gaussian blur
vec4 sampleBlurred(vec2 uv, float blur) {
if (blur < 0.01) {
return texture2D(uTexture, uv);
}
vec4 color = vec4(0.0);
vec2 texelSize = 1.0 / uResolution;
// Blur direction perpendicular to focus line
float blurAngle = uAngle + 1.5707963; // +90 degrees
vec2 blurDir = vec2(cos(blurAngle), sin(blurAngle));
// Scale blur radius by blur amount
float radius = blur * 20.0;
// 9-tap Gaussian blur
for (int i = 0; i < 9; i++) {
float offset = float(i) - 4.0;
vec2 samplePos = uv + blurDir * texelSize * offset * radius;
color += texture2D(uTexture, samplePos) * getWeight(i);
}
return color;
}
void main() {
float dist = focusDistance(vTexCoord);
float blur = blurFactor(dist);
gl_FragColor = sampleBlurred(vTexCoord, blur);
}