This library is the easiest way to use OpenGL shaders as an Android View. You just simply need to add ShaderView in your layout and set up shaders. The advantage of this library that you can use ShaderView in your hierarchy as a regular View.
- Shaders for video
- Advanced UI components (blur, shadow, lighting, etc.)
- UI effects and animation
- Realtime image animation
- Shaders for a camera
- How to use it
- The full list of ShaderView properties
- How to send custom data to the shader
- How to add custom fragment shader using build-in vector shader
- How to add shaders for video playback
- Example of shaders
Gradle
allprojects {
repositories {
...
maven { url 'https://jitpack.io' }
}
}
implementation 'com.github.appspell:ShaderView:[last-version]'
- Add ShaderView to the XML layout
<com.appspell.shaderview.ShaderView
android:id="@+id/shaderView"
android:layout_width="match_parent"
android:layout_height="match_parent"
app:fragment_shader_raw_res_id="@raw/fragment_shader" />
- Set your fragment and vertex (if needed) shaders using the following attributes:
app:fragment_shader_raw_res_id
- reference to the fragment shader file in RAW resource solder example
app:vertex_shader_raw_res_id
- reference to the vertex shader file in RAW resource solder example
val shaderView = ShaderView(this)
with(shaderView) {
fragmentShaderRawResId = R.raw.color_frag
shaderParams = ShaderParams.Builder()
.addColor("diffuseColor", R.color.teal_200, resources)
.build()
}
fragmentShaderRawResId
- reference to the vertex shader file in RAW resource solder [example]
vertexShaderRawResId
- reference to the fragment shader file in RAW resource solder [example]
shaderParams
- custom parameters that we're going to send to the shader (uniform)
onViewReadyListener
- called when the view is created and ready to create a shader
onDrawFrameListener
- called each frame
updateContinuously
- should we render the view each frame (default is "false")
debugMode
- enable or disable debug logs
Pass ShaderParams
to the ShaderView
if you need to set up some uniform
attributes.
shaderView.shaderParams = ShaderParamsBuilder()
.addTexture2D(
"uNormalTexture", // name of `sampler2D` in the fragment shader
R.drawable.normal_button, // drawable that we use for such texture
GLES30.GL_TEXTURE0 // texture slot
)
.addColor("uColor", R.color.grey, resources) // send color as `uniform vec4`
.addVec4f("uColor2", floatArrayOf(0.5f, 0.5f, 0.5f, 1f))
.addVec3f("uVaryingColor", floatArrayOf(0.5f, 0.5f, 0.5f))
.addFloat("uTime", 1.0f)
.build()
During execution, you may update this param:
shaderParams.updateValue("time", System.currentTimeMillis())
If you need to update uniform
each frame, you may use onDrawFrameListener
.
shaderView.onDrawFrameListener = { shaderParams ->
shaderParams.updateValue("time", System.currentTimeMillis())
}
The full list of supported uniform types: float, int, bool, vec2f, vec3f, vec4f, vec2i, vec3i, vec4i, mat3, mat4, mat3x4, sampler2D, samplerExternalOES
- Set up version
- Configure input and output. By default vertex shader sends texture coordinates using this field
in vec2 textureCoord
- add
main()
function and return the result color tofragColor
#version 300 es
precision mediump float;
in vec2 textureCoord;
out vec4 fragColor;
void main() {
fragColor = vec4(textureCoord.x, textureCoord.y, textureCoord.y, 1.0);
}
Full code of example using ExoPlayer you may find here and here
- Setup OES texture in fragment shader:
#version 300 es
#extension GL_OES_EGL_image_external_essl3 : require
uniform samplerExternalOES uVideoTexture;
- Define it for ShaderParams
shaderParams = ShaderParamsBuilder()
.addTextureOES("uVideoTexture") // video texture input/output
.build()
- When
ShaderView
is ready, sendSurface
to the video player
shaderView.onViewReadyListener = { shader ->
// get surface from shader params
val surface = shader.params.getTexture2dOESSurface("uVideoTexture")
// initialize video player with this surface
initVideoPlayer(surface)
}
- simple shader
- blur
- normal map shader: vertex, fragment
- color
- multiple textures
- video
- advanced video shader
In Android Demo Project code you may found it in ViewHolders here
Why we use TextureView instead of SurfaceView you can read here.
To be able to use OpenGL rendering for Android TextureView, we've created GLTextureView.kt