An Effect Shader in ActionScript in Java

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An Effect Shader in ActionScript
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Now you ll put together a complex effect in Pixel Bender. Within a single lter kernel, you can combine a bunch of different operations so that all the parts of the compound effect render at the same time. I ve put together a bad reception Pixel Bender kernel that combines vertical roll, sinusoidal distortion, noise distortion, color channel splitting, and some horizontal lines. This example uses some workarounds that might be helpful to any Pixel Bender developer. Because Pixel Bender doesn t have noise and you can t loop to generate any you use bitmap data and feed in the noise as an extra input. In general, when Pixel Bender can t generate the kind of input you need, try sending it in as image data.
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Also, you pass in the dimensions of the image as parameter dimensions, because Pixel Bender can t actually tell you the size of images.
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<languageVersion : 1.0;> kernel BadReception < namespace : "com.actionscriptbible"; vendor : "ActionScript 3.0 Bible"; version : 1; description : "Bad reception on your TV"; > { input image4 srcImage; input image4 noiseImage; output pixel4 dst; parameter float2 dimensions <minValue: float2(0.0, 0.0); defaultValue: float2(640.0, 480.0);>; parameter float vRoll <minValue: -200.0; defaultValue: 0.0; maxValue: 200.0;>; parameter float channelSplit <minValue: 0.0; maxValue: 50.0;>; parameter float noisyHDisplace <minValue: -100.0; maxValue: 100.0;>; parameter float sinHDisplace <minValue: -100.0; maxValue: 100.0;>; parameter float3 sinHDisplaceFactors <minValue: float3(0.0); maxValue: float3(10.0);>; parameter float3 sinHDisplaceOffsets <minValue: float3(-6.0); maxValue: float3(6.0);>; parameter float noiseLayer <minValue: 0.0; maxValue: 1.0;>; parameter float blackoutThresh <minValue: 0.0; maxValue: 1.0;>; void evaluatePixel() { float2 coord = outCoord(); //Vertical roll coord.y = mod(coord.y - vRoll, dimensions.y); //Displacements float2 displace = float2(0.0); displace.x = noisyHDisplace * (length(sampleNearest(noiseImage, float2(0.0, outCoord().y))) - 0.5); float3 sinDisplaces = sinHDisplace * sin( float3(coord.y / 100.0) * pow(sinHDisplaceFactors, float3(1.0, 2.0, 3.0)) + sinHDisplaceOffsets ); displace.x += sinDisplaces[0] + sinDisplaces[1] + sinDisplaces[2]; coord += displace; //Color channel splitting if (channelSplit == 0.0) { dst = sampleNearest(srcImage, coord); } else {
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38: Writing Shaders with Pixel Bender
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float2 channelDisplace = float2(0.0, 0.0); channelDisplace.x = -channelSplit; dst.r = sampleNearest(srcImage, coord+channelDisplace).r; channelDisplace.x = 0.0; dst.g = sampleNearest(srcImage, coord+channelDisplace).g; channelDisplace.x = channelSplit; dst.b = sampleNearest(srcImage, coord+channelDisplace).b; } //Black lines at top and bottom float blackoutPixel = pow(outCoord().y / dimensions.y * 2.0 - 1.0, 2.0); if (sampleNearest(noiseImage, float2(dimensions.x*0.5, outCoord().y)).r < blackoutThresh * blackoutPixel) { dst = sampleNearest(noiseImage, outCoord()) * 0.05; } //Noise dst -= noiseLayer * sampleNearest(noiseImage, outCoord()); dst.a = 1.0; } }
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The pieces of this effect are pretty simple by themselves, but they all come together. If you used BitmapData pixel operations and looped over each pixel in ActionScript, this effect would have trouble keeping up any reasonable frame rate. When the kernel is run in the Pixel Bender toolkit on the GPU, it s blinding fast. (Too bad you can t take advantage of that in Flash Player.) Developing the lter is just the rst step. To really sell the effect, you have to animate its parameters so that it really looks like TV interference. Example 38-2 shows the ActionScript code used to do that.
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package { import flash.display.*; import; import; import flash.filters.ShaderFilter; import flash.geom.Point; import*; import*; import flash.utils.getTimer; [SWF(width="500",height="500",frameRate="30",backgroundColor="#000000")] public class ch38ex2 extends Sprite { protected var holder:Sprite; protected var video:Video; protected var testPattern:Loader; protected var noise:BitmapData; protected var shader:Shader; protected var shaderFilter:ShaderFilter;
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protected var smoothRandomNoise:BitmapData; protected var pointers:Vector.<Point>; protected var rands:Vector.<Number>; public function ch38ex2() { noise = new BitmapData(stage.stageWidth, stage.stageHeight, false, 0); holder = new Sprite(); video = new Video(stage.stageWidth/2, stage.stageHeight/2); video.scaleX = video.scaleY = 2; var camera:Camera = Camera.getCamera(); camera.setMode(stage.stageWidth/2, stage.stageWidth/2, 30, false); video.attachCamera(camera); testPattern = new Loader(); testPattern.blendMode = BlendMode.ADD; testPattern.alpha = 0; holder.addChild(video); holder.addChild(testPattern); addChild(holder); stage.quality = StageQuality.LOW; smoothRandomNoise = new BitmapData(300, 10, false, 0); smoothRandomNoise.perlinNoise(Math.random()*100, Math.random()*100, 4, int((new Date()).date) * int(1000*Math.random()), true, true, 7); pointers = new Vector.<Point>(12); rands = new Vector.<Number>(12); for (var i:int = 0; i < 12; i++) pointers[i] = (new Point( Math.random()*smoothRandomNoise.width, Math.random()*smoothRandomNoise.height)); var PBJURL:String = ""; var loader:URLLoader = new URLLoader(new URLRequest(PBJURL)); loader.dataFormat = URLLoaderDataFormat.BINARY; loader.addEventListener(Event.COMPLETE, onBytecodeLoaded); var IMGURL:String = ""; testPattern.load(new URLRequest(IMGURL)); testPattern.contentLoaderInfo.addEventListener(Event.COMPLETE, onImgLoad); } protected function onBytecodeLoaded(event:Event):void { shader = new Shader(URLLoader(; shaderFilter = new ShaderFilter(shader); = noise; = noise; = [noise.width, noise.height]; stage.fullScreenSourceRect = noise.rect; stage.addEventListener(MouseEvent.CLICK, onFullScreen);
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