B
bob smith
Should something be added to the Java language to make multi-line Strings more clear?
Maybe like what PHP has?
Right now, I have a mess like this:
private final String mLomoishShader =
"precision mediump float;\n" +
"uniform sampler2D tex_sampler_0;\n" +
"uniform vec2 seed;\n" +
"uniform float stepsizeX;\n" +
"uniform float stepsizeY;\n" +
"uniform float stepsize;\n" +
"uniform vec2 scale;\n" +
"uniform float inv_max_dist;\n" +
"varying vec2 v_texcoord;\n" +
"float rand(vec2 loc) {\n" +
" float theta1 = dot(loc, vec2(0.9898, 0.233));\n" +
" float theta2 = dot(loc, vec2(12.0, 78.0));\n" +
" float value = cos(theta1) * sin(theta2) + sin(theta1) * cos(theta2);\n" +
// keep value of part1 in range: (2^-14 to 2^14).
" float temp = mod(197.0 * value, 1.0) + value;\n" +
" float part1 = mod(220.0 * temp, 1.0) + temp;\n" +
" float part2 = value * 0.5453;\n" +
" float part3 = cos(theta1 + theta2) * 0.43758;\n" +
" return fract(part1 + part2 + part3);\n" +
"}\n" +
"void main() {\n" +
// sharpen
" vec3 nbr_color = vec3(0.0, 0.0, 0.0);\n" +
" vec2 coord;\n" +
" vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" +
" coord.x = v_texcoord.x - 0.5 * stepsizeX;\n" +
" coord.y = v_texcoord.y - stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" coord.x = v_texcoord.x - stepsizeX;\n" +
" coord.y = v_texcoord.y + 0.5 * stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" coord.x = v_texcoord.x + stepsizeX;\n" +
" coord.y = v_texcoord.y - 0.5 * stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" coord.x = v_texcoord.x + stepsizeX;\n" +
" coord.y = v_texcoord.y + 0.5 * stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" vec3 s_color = vec3(color.rgb + 0.3 * nbr_color);\n" +
// cross process
" vec3 c_color = vec3(0.0, 0.0, 0.0);\n" +
" float value;\n" +
" if (s_color.r < 0.5) {\n" +
" value = s_color.r;\n" +
" } else {\n" +
" value = 1.0 - s_color.r;\n" +
" }\n" +
" float red = 4.0 * value * value * value;\n" +
" if (s_color.r < 0.5) {\n" +
" c_color.r = red;\n" +
" } else {\n" +
" c_color.r = 1.0 - red;\n" +
" }\n" +
" if (s_color.g < 0.5) {\n" +
" value = s_color.g;\n" +
" } else {\n" +
" value = 1.0 - s_color.g;\n" +
" }\n" +
" float green = 2.0 * value * value;\n" +
" if (s_color.g < 0.5) {\n" +
" c_color.g = green;\n" +
" } else {\n" +
" c_color.g = 1.0 - green;\n" +
" }\n" +
" c_color.b = s_color.b * 0.5 + 0.25;\n" +
// blackwhite
" float dither = rand(v_texcoord + seed);\n" +
" vec3 xform = clamp((c_color.rgb - 0.15) * 1.53846, 0.0, 1.0);\n" +
" vec3 temp = clamp((color.rgb + stepsize - 0.15) * 1.53846, 0.0, 1.0);\n" +
" vec3 bw_color = clamp(xform + (temp - xform) * (dither - 0.5), 0.0, 1.0);\n" +
// vignette
" coord = v_texcoord - vec2(0.5, 0.5);\n" +
" float dist = length(coord * scale);\n" +
" float lumen = 0.85 / (1.0 + exp((dist * inv_max_dist - 0.73) * 20.0)) + 0.15;\n" +
" gl_FragColor = vec4(bw_color * lumen, color.a);\n" +
"}\n";
Maybe like what PHP has?
Right now, I have a mess like this:
private final String mLomoishShader =
"precision mediump float;\n" +
"uniform sampler2D tex_sampler_0;\n" +
"uniform vec2 seed;\n" +
"uniform float stepsizeX;\n" +
"uniform float stepsizeY;\n" +
"uniform float stepsize;\n" +
"uniform vec2 scale;\n" +
"uniform float inv_max_dist;\n" +
"varying vec2 v_texcoord;\n" +
"float rand(vec2 loc) {\n" +
" float theta1 = dot(loc, vec2(0.9898, 0.233));\n" +
" float theta2 = dot(loc, vec2(12.0, 78.0));\n" +
" float value = cos(theta1) * sin(theta2) + sin(theta1) * cos(theta2);\n" +
// keep value of part1 in range: (2^-14 to 2^14).
" float temp = mod(197.0 * value, 1.0) + value;\n" +
" float part1 = mod(220.0 * temp, 1.0) + temp;\n" +
" float part2 = value * 0.5453;\n" +
" float part3 = cos(theta1 + theta2) * 0.43758;\n" +
" return fract(part1 + part2 + part3);\n" +
"}\n" +
"void main() {\n" +
// sharpen
" vec3 nbr_color = vec3(0.0, 0.0, 0.0);\n" +
" vec2 coord;\n" +
" vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" +
" coord.x = v_texcoord.x - 0.5 * stepsizeX;\n" +
" coord.y = v_texcoord.y - stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" coord.x = v_texcoord.x - stepsizeX;\n" +
" coord.y = v_texcoord.y + 0.5 * stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" coord.x = v_texcoord.x + stepsizeX;\n" +
" coord.y = v_texcoord.y - 0.5 * stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" coord.x = v_texcoord.x + stepsizeX;\n" +
" coord.y = v_texcoord.y + 0.5 * stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" vec3 s_color = vec3(color.rgb + 0.3 * nbr_color);\n" +
// cross process
" vec3 c_color = vec3(0.0, 0.0, 0.0);\n" +
" float value;\n" +
" if (s_color.r < 0.5) {\n" +
" value = s_color.r;\n" +
" } else {\n" +
" value = 1.0 - s_color.r;\n" +
" }\n" +
" float red = 4.0 * value * value * value;\n" +
" if (s_color.r < 0.5) {\n" +
" c_color.r = red;\n" +
" } else {\n" +
" c_color.r = 1.0 - red;\n" +
" }\n" +
" if (s_color.g < 0.5) {\n" +
" value = s_color.g;\n" +
" } else {\n" +
" value = 1.0 - s_color.g;\n" +
" }\n" +
" float green = 2.0 * value * value;\n" +
" if (s_color.g < 0.5) {\n" +
" c_color.g = green;\n" +
" } else {\n" +
" c_color.g = 1.0 - green;\n" +
" }\n" +
" c_color.b = s_color.b * 0.5 + 0.25;\n" +
// blackwhite
" float dither = rand(v_texcoord + seed);\n" +
" vec3 xform = clamp((c_color.rgb - 0.15) * 1.53846, 0.0, 1.0);\n" +
" vec3 temp = clamp((color.rgb + stepsize - 0.15) * 1.53846, 0.0, 1.0);\n" +
" vec3 bw_color = clamp(xform + (temp - xform) * (dither - 0.5), 0.0, 1.0);\n" +
// vignette
" coord = v_texcoord - vec2(0.5, 0.5);\n" +
" float dist = length(coord * scale);\n" +
" float lumen = 0.85 / (1.0 + exp((dist * inv_max_dist - 0.73) * 20.0)) + 0.15;\n" +
" gl_FragColor = vec4(bw_color * lumen, color.a);\n" +
"}\n";