Initial implementation of Tilt-Shift Camera Android app

A dedicated camera app for tilt-shift photography with:
- Real-time OpenGL ES 2.0 shader-based blur preview
- Touch gesture controls (drag, rotate, pinch) for adjusting effect
- CameraX integration for camera preview and high-res capture
- EXIF metadata with GPS location support
- MediaStore integration for saving to gallery
- Jetpack Compose UI with haptic feedback

Tech stack: Kotlin, CameraX, OpenGL ES 2.0, Jetpack Compose
Min SDK: 26 (Android 8.0), Target SDK: 35 (Android 15)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Ole-Morten Duesund 2026-01-28 15:26:41 +01:00
commit 07e10ac9c3
38 changed files with 3489 additions and 0 deletions

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<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportWidth="108"
android:viewportHeight="108">
<path
android:fillColor="#212121"
android:pathData="M0,0h108v108h-108z"/>
</vector>

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<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportWidth="108"
android:viewportHeight="108">
<!-- Camera body -->
<path
android:fillColor="#FFFFFF"
android:pathData="M30,40 L78,40 Q82,40 82,44 L82,72 Q82,76 78,76 L30,76 Q26,76 26,72 L26,44 Q26,40 30,40 Z"/>
<!-- Camera lens -->
<path
android:fillColor="#424242"
android:pathData="M54,58 m-14,0 a14,14 0,1 1,28 0 a14,14 0,1 1,-28 0"/>
<path
android:fillColor="#616161"
android:pathData="M54,58 m-10,0 a10,10 0,1 1,20 0 a10,10 0,1 1,-20 0"/>
<!-- Lens reflection -->
<path
android:fillColor="#90CAF9"
android:pathData="M48,52 Q52,48 58,52 Q54,56 48,52"/>
<!-- Flash -->
<path
android:fillColor="#FFB300"
android:pathData="M70,44 L76,44 L76,50 L70,50 Z"/>
<!-- Tilt-shift blur indication (gradient bars) -->
<path
android:fillColor="#80FFFFFF"
android:pathData="M26,32 L82,32 L82,36 L26,36 Z"/>
<path
android:fillColor="#40FFFFFF"
android:pathData="M26,28 L82,28 L82,30 L26,30 Z"/>
<path
android:fillColor="#80FFFFFF"
android:pathData="M26,80 L82,80 L82,84 L26,84 Z"/>
<path
android:fillColor="#40FFFFFF"
android:pathData="M26,86 L82,86 L82,88 L26,88 Z"/>
</vector>

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<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@drawable/ic_launcher_background"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>

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<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@drawable/ic_launcher_background"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>

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// Fragment shader for tilt-shift effect
// Applies gradient blur based on distance from focus line
#extension GL_OES_EGL_image_external : require
precision mediump float;
// Camera texture (external texture for camera preview)
uniform samplerExternalOES uTexture;
// Effect parameters
uniform float uAngle; // Rotation angle in radians
uniform float uPosition; // Center position 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;
// Blur kernel size (must be odd)
const int KERNEL_SIZE = 9;
const float KERNEL_HALF = 4.0;
// Gaussian weights for 9-tap blur (sigma ~= 2.0)
const float weights[9] = float[](
0.0162, 0.0540, 0.1216, 0.1933, 0.2258,
0.1933, 0.1216, 0.0540, 0.0162
);
// Calculate signed distance from the focus line
float focusDistance(vec2 uv) {
// Rotate coordinate system around center
vec2 center = vec2(0.5, uPosition);
vec2 rotated = uv - center;
float cosA = cos(uAngle);
float sinA = sin(uAngle);
// After rotation, measure vertical distance from center line
float rotatedY = -rotated.x * sinA + rotated.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;
}
// 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;
for (int i = 0; i < KERNEL_SIZE; i++) {
float offset = (float(i) - KERNEL_HALF);
vec2 samplePos = uv + blurDir * texelSize * offset * radius;
color += texture2D(uTexture, samplePos) * weights[i];
}
return color;
}
void main() {
float dist = focusDistance(vTexCoord);
float blur = blurFactor(dist);
gl_FragColor = sampleBlurred(vTexCoord, blur);
}

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// Vertex shader for tilt-shift effect
// Passes through position and calculates texture coordinates
attribute vec4 aPosition;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main() {
gl_Position = aPosition;
vTexCoord = aTexCoord;
}

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="white">#FFFFFFFF</color>
<color name="black">#FF000000</color>
<color name="tiltshift_accent">#FFFFB300</color>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Tilt-Shift Camera</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<style name="Theme.TiltShiftCamera" parent="android:Theme.Material.NoActionBar">
<item name="android:statusBarColor">@android:color/transparent</item>
<item name="android:navigationBarColor">@android:color/transparent</item>
<item name="android:windowLayoutInDisplayCutoutMode">shortEdges</item>
</style>
</resources>