Fix front camera rotation mirroring in shader
Add uIsFrontCamera uniform to shader and adjust coordinate transformations for front camera's mirrored texture coordinates: - Position transform: (1-posY, 1-posX) instead of (posY, 1-posX) - Angle transform: -angle - 90° instead of +angle + 90° Applied to linearFocusDistance, radialFocusDistance, and blur direction calculations in sampleBlurred. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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3 changed files with 51 additions and 17 deletions
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@ -126,7 +126,7 @@ class TiltShiftRenderer(
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
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// Use shader and set parameters
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shader.use(cameraTextureId, blurParameters, surfaceWidth, surfaceHeight)
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shader.use(cameraTextureId, blurParameters, surfaceWidth, surfaceHeight, isFrontCamera)
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// Set vertex positions
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GLES20.glEnableVertexAttribArray(shader.aPositionLocation)
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@ -24,6 +24,7 @@ class TiltShiftShader(private val context: Context) {
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// Uniform locations
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private var uTextureLocation: Int = 0
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private var uModeLocation: Int = 0
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private var uIsFrontCameraLocation: Int = 0
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private var uAngleLocation: Int = 0
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private var uPositionXLocation: Int = 0
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private var uPositionYLocation: Int = 0
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@ -65,6 +66,7 @@ class TiltShiftShader(private val context: Context) {
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// Get uniform locations
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uTextureLocation = GLES20.glGetUniformLocation(programId, "uTexture")
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uModeLocation = GLES20.glGetUniformLocation(programId, "uMode")
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uIsFrontCameraLocation = GLES20.glGetUniformLocation(programId, "uIsFrontCamera")
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uAngleLocation = GLES20.glGetUniformLocation(programId, "uAngle")
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uPositionXLocation = GLES20.glGetUniformLocation(programId, "uPositionX")
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uPositionYLocation = GLES20.glGetUniformLocation(programId, "uPositionY")
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@ -82,7 +84,7 @@ class TiltShiftShader(private val context: Context) {
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/**
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* Uses the shader program and sets uniforms.
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*/
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fun use(textureId: Int, params: BlurParameters, width: Int, height: Int) {
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fun use(textureId: Int, params: BlurParameters, width: Int, height: Int, isFrontCamera: Boolean = false) {
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GLES20.glUseProgram(programId)
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// Bind camera texture
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@ -92,6 +94,7 @@ class TiltShiftShader(private val context: Context) {
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// Set effect parameters
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GLES20.glUniform1i(uModeLocation, if (params.mode == BlurMode.RADIAL) 1 else 0)
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GLES20.glUniform1i(uIsFrontCameraLocation, if (isFrontCamera) 1 else 0)
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GLES20.glUniform1f(uAngleLocation, params.angle)
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GLES20.glUniform1f(uPositionXLocation, params.positionX)
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GLES20.glUniform1f(uPositionYLocation, params.positionY)
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