#import "GPUImageGaussianSelectiveBlurFilter.h"
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#import "GPUImageGaussianBlurFilter.h"
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#import "GPUImageTwoInputFilter.h"
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#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
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NSString *const kGPUImageGaussianSelectiveBlurFragmentShaderString = SHADER_STRING
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(
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varying highp vec2 textureCoordinate;
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varying highp vec2 textureCoordinate2;
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uniform sampler2D inputImageTexture;
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uniform sampler2D inputImageTexture2;
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uniform lowp float excludeCircleRadius;
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uniform lowp vec2 excludeCirclePoint;
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uniform lowp float excludeBlurSize;
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uniform highp float aspectRatio;
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void main()
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{
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lowp vec4 sharpImageColor = texture2D(inputImageTexture, textureCoordinate);
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lowp vec4 blurredImageColor = texture2D(inputImageTexture2, textureCoordinate2);
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highp vec2 textureCoordinateToUse = vec2(textureCoordinate2.x, (textureCoordinate2.y * aspectRatio + 0.5 - 0.5 * aspectRatio));
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highp float distanceFromCenter = distance(excludeCirclePoint, textureCoordinateToUse);
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gl_FragColor = mix(sharpImageColor, blurredImageColor, smoothstep(excludeCircleRadius - excludeBlurSize, excludeCircleRadius, distanceFromCenter));
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}
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);
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#else
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NSString *const kGPUImageGaussianSelectiveBlurFragmentShaderString = SHADER_STRING
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(
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varying vec2 textureCoordinate;
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varying vec2 textureCoordinate2;
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uniform sampler2D inputImageTexture;
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uniform sampler2D inputImageTexture2;
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uniform float excludeCircleRadius;
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uniform vec2 excludeCirclePoint;
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uniform float excludeBlurSize;
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uniform float aspectRatio;
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void main()
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{
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vec4 sharpImageColor = texture2D(inputImageTexture, textureCoordinate);
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vec4 blurredImageColor = texture2D(inputImageTexture2, textureCoordinate2);
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vec2 textureCoordinateToUse = vec2(textureCoordinate2.x, (textureCoordinate2.y * aspectRatio + 0.5 - 0.5 * aspectRatio));
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float distanceFromCenter = distance(excludeCirclePoint, textureCoordinateToUse);
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gl_FragColor = mix(sharpImageColor, blurredImageColor, smoothstep(excludeCircleRadius - excludeBlurSize, excludeCircleRadius, distanceFromCenter));
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}
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);
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#endif
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@implementation GPUImageGaussianSelectiveBlurFilter
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@synthesize excludeCirclePoint = _excludeCirclePoint, excludeCircleRadius = _excludeCircleRadius, excludeBlurSize = _excludeBlurSize;
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@synthesize blurRadiusInPixels = _blurRadiusInPixels;
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@synthesize aspectRatio = _aspectRatio;
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- (id)init;
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{
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if (!(self = [super init]))
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{
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return nil;
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}
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hasOverriddenAspectRatio = NO;
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// First pass: apply a variable Gaussian blur
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blurFilter = [[GPUImageGaussianBlurFilter alloc] init];
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[self addFilter:blurFilter];
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// Second pass: combine the blurred image with the original sharp one
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selectiveFocusFilter = [[GPUImageTwoInputFilter alloc] initWithFragmentShaderFromString:kGPUImageGaussianSelectiveBlurFragmentShaderString];
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[self addFilter:selectiveFocusFilter];
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// Texture location 0 needs to be the sharp image for both the blur and the second stage processing
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[blurFilter addTarget:selectiveFocusFilter atTextureLocation:1];
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// To prevent double updating of this filter, disable updates from the sharp image side
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self.initialFilters = [NSArray arrayWithObjects:blurFilter, selectiveFocusFilter, nil];
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self.terminalFilter = selectiveFocusFilter;
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self.blurRadiusInPixels = 5.0;
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self.excludeCircleRadius = 60.0/320.0;
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self.excludeCirclePoint = CGPointMake(0.5f, 0.5f);
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self.excludeBlurSize = 30.0/320.0;
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return self;
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}
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- (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex;
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{
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CGSize oldInputSize = inputTextureSize;
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[super setInputSize:newSize atIndex:textureIndex];
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inputTextureSize = newSize;
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if ( (!CGSizeEqualToSize(oldInputSize, inputTextureSize)) && (!hasOverriddenAspectRatio) && (!CGSizeEqualToSize(newSize, CGSizeZero)) )
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{
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_aspectRatio = (inputTextureSize.width / inputTextureSize.height);
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[selectiveFocusFilter setFloat:_aspectRatio forUniformName:@"aspectRatio"];
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}
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}
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#pragma mark -
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#pragma mark Accessors
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- (void)setBlurRadiusInPixels:(CGFloat)newValue;
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{
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blurFilter.blurRadiusInPixels = newValue;
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}
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- (CGFloat)blurRadiusInPixels;
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{
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return blurFilter.blurRadiusInPixels;
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}
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- (void)setExcludeCirclePoint:(CGPoint)newValue;
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{
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_excludeCirclePoint = newValue;
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[selectiveFocusFilter setPoint:newValue forUniformName:@"excludeCirclePoint"];
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}
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- (void)setExcludeCircleRadius:(CGFloat)newValue;
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{
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_excludeCircleRadius = newValue;
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[selectiveFocusFilter setFloat:newValue forUniformName:@"excludeCircleRadius"];
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}
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- (void)setExcludeBlurSize:(CGFloat)newValue;
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{
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_excludeBlurSize = newValue;
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[selectiveFocusFilter setFloat:newValue forUniformName:@"excludeBlurSize"];
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}
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- (void)setAspectRatio:(CGFloat)newValue;
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{
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hasOverriddenAspectRatio = YES;
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_aspectRatio = newValue;
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[selectiveFocusFilter setFloat:_aspectRatio forUniformName:@"aspectRatio"];
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}
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@end
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