You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


package com.mcxtzhang.github.gles.render;

import android.graphics.Bitmap;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.util.Log;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

public class FrameButterRender implements GLSurfaceView.Renderer {

    private String vertexShaderCode =
            "precision mediump float;\n" +
                    "attribute vec4 a_position;\n" +
                    "attribute vec2 a_textureCoordinate;\n" +
                    "varying vec2 v_textureCoordinate;\n" +
                    "void main() {\n" +
                    "    v_textureCoordinate = a_textureCoordinate;\n" +
                    "    gl_Position = a_position;\n" +
                    "}\n";
    private String fragmentShaderCode1 =
            "precision mediump float;\n" +
                    "varying vec2 v_textureCoordinate;\n" +
                    "uniform sampler2D u_texture;\n" +
                    "void main() {\n" +
                    "    vec4 color = texture2D(u_texture, v_textureCoordinate);\n" +
                    "    color.b = 0.5;\n" +
                    "    gl_FragColor = color;\n" +
                    "}\n";
    private String fragmentShaderCode2 =
            "precision mediump float;\n" +
                    "varying vec2 v_textureCoordinate;\n" +
                    "uniform sampler2D u_texture;\n" +
                    "void main() {\n" +
                    "    float offset = 0.005;\n" +
                    "    vec4 color = texture2D(u_texture, v_textureCoordinate) * 0.11111;\n" +
                    "    color += texture2D(u_texture, vec2(v_textureCoordinate.x - offset, v_textureCoordinate.y)) * 0.11111;\n" +
                    "    color += texture2D(u_texture, vec2(v_textureCoordinate.x + offset, v_textureCoordinate.y)) * 0.11111;\n" +
                    "    color += texture2D(u_texture, vec2(v_textureCoordinate.x - offset * 2.0, v_textureCoordinate.y)) * 0.11111;\n" +
                    "    color += texture2D(u_texture, vec2(v_textureCoordinate.x + offset * 2.0, v_textureCoordinate.y)) * 0.11111;\n" +
                    "    color += texture2D(u_texture, vec2(v_textureCoordinate.x - offset * 3.0, v_textureCoordinate.y)) * 0.11111;\n" +
                    "    color += texture2D(u_texture, vec2(v_textureCoordinate.x + offset * 3.0, v_textureCoordinate.y)) * 0.11111;\n" +
                    "    color += texture2D(u_texture, vec2(v_textureCoordinate.x - offset * 4.0, v_textureCoordinate.y)) * 0.11111;\n" +
                    "    color += texture2D(u_texture, vec2(v_textureCoordinate.x + offset * 4.0, v_textureCoordinate.y)) * 0.11111;\n" +
                    "    gl_FragColor = color;\n" +
                    "}\n";

    private String fragmentShaderCode3 =
            "precision mediump float;\n" +
                    "varying vec2 v_textureCoordinate;\n" +
                    "uniform sampler2D u_texture;\n" +
                    "void main() {\n" +
                    "    vec4 color = texture2D(u_texture, v_textureCoordinate);\n" +
                    "    color.r = 0.3;\n" +
                    "    gl_FragColor = color;\n" +
                    "}\n";


    // GLSurfaceView的宽高
    // The width and height of GLSurfaceView
    private int glSurfaceViewWidth = 0;
    private int glSurfaceViewHeight = 0;

    // 纹理顶点数据
    // The vertex data of the texture
    private float[] vertexData = new float[]{
            -1f, -1f,
            -1f, 1f,
            1f, 1f,

            -1f, -1f,
            1f, 1f,
            1f, -1f};
    private int VERTEX_COMPONENT_COUNT = 2;
    private FloatBuffer vertexDataBuffer;

    // 纹理坐标
    // The texture coordinate
    private float[] textureCoordinateData0 = new float[]{0f, 1f, 0f, 0f, 1f, 0f, 0f, 1f, 1f, 0f, 1f, 1f};
    private float[] textureCoordinateData1 = new float[]{0f, 0f, 0f, 1f, 1f, 1f, 0f, 0f, 1f, 1f, 1f, 0f};
    private float[] textureCoordinateData2 = new float[]{0f, 0f, 0f, 1f, 1f, 1f, 0f, 0f, 1f, 1f, 1f, 0f};

    private FloatBuffer textureCoordinateDataBuffer0;
    private FloatBuffer textureCoordinateDataBuffer1;
    private FloatBuffer textureCoordinateDataBuffer2;
    private int TEXTURE_COORDINATE_COMPONENT_COUNT = 2;

    // 2个GL Program
    // two GL Programs
    private int programId1 = 0;
    private int programId2 = 0;
    private int programId3 = 0;

    // 帧缓存
    // frame buffer
    private int frameBuffer = 0;
    private int frameBuffer3 = 0;

    // 帧缓绑定的texture
    // the texture bind on the frame buffer
    private int frameBufferTexture = 0;
    private int frameBufferTexture3 = 0;

    // 图片texture
    // image texture
    private int imageTexture = 0;

    private Bitmap mBitmap;

    public FrameButterRender(Bitmap bitmap) {
        mBitmap = bitmap;
    }

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        Log.e("TAG", "onSurfaceCreated: " );
        // 初始化坐标、图片数据
        // Init the coordinates and image texture
        initData();


        // 创建2个GL Program，第一个用来做均值模糊，第二做普通纹理贴图
        programId1 = createGLProgram(vertexShaderCode, fragmentShaderCode1);
        programId2 = createGLProgram(vertexShaderCode, fragmentShaderCode2);
        programId3 = createGLProgram(vertexShaderCode, fragmentShaderCode3);


    }

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        Log.w("TAG", "onSurfaceChanged: " );
        // 记录GLSurfaceView的宽高
        // Record the width and height of the GLSurfaceView
        glSurfaceViewWidth = width;
        glSurfaceViewHeight = height;


        // 初始化frame buffer
        // Init the frame buffer
        initFrameBuffer(width, height);
    }

    @Override
    public void onDrawFrame(GL10 gl) {

        // 绑定第0个GL Program
        bindGLProgram(programId1, imageTexture, textureCoordinateDataBuffer0);

        // 绑定frame buffer
        bindFrameBuffer(frameBuffer);

        // 执行渲染，渲染效果为将图片的蓝色通道全部设为0.5
        render();

        // 绑定第1个GL Program
        bindGLProgram(programId2, frameBufferTexture, textureCoordinateDataBuffer1);

        // 绑定0号frame buffer
        bindFrameBuffer(frameBuffer3);

        // 执行渲染，渲染效果水平方向的模糊
        render();


        // 绑定第1个GL Program
        bindGLProgram(programId3, frameBufferTexture3, textureCoordinateDataBuffer2);

        // 绑定0号frame buffer
        /**
         * 这里注意一点，0号frame buffer是一个特殊的frame buffer，它是默认的frame buffer，
         * 即如果我们没有使用glBindFramebuffer()去绑定过frame buffer，它就是绑定到0号frame buffer上的，
         * 0号frame buffer通常代表屏幕，离屏渲染除外，这个暂不讨论，现在大家只需要知道将frame buffer绑定到0就能渲染到屏幕上就行了。
         *
         */
        bindFrameBuffer(0);

        // 执行渲染，渲染效果水平方向的模糊
        render();

    }

    private void bindGLProgram(int programId, int texture, FloatBuffer textureCoordinateDataBuffer) {
        // 应用GL程序
        // Use the GL program
        GLES20.glUseProgram(programId);

        // 获取字段a_Position在shader中的位置
        int a_position = GLES20.glGetAttribLocation(programId, "a_position");
        // 启动对应位置的参数
        GLES20.glEnableVertexAttribArray(a_position);
        // 指定a_Position所使用的顶点数据
        GLES20.glVertexAttribPointer(a_position, 2, GLES20.GL_FLOAT, false, 0, vertexDataBuffer);

        /**
         * 纹理坐标的坐标原点在左下角，每个轴的范围是0~1，同样的也可以超出0和1，超出之后的表现会根据设置的纹理参数有所不同。
         */
        // 获取字段a_Position在shader中的位置
        int a_textureCoordinate = GLES20.glGetAttribLocation(programId, "a_textureCoordinate");
        // 启动对应位置的参数
        GLES20.glEnableVertexAttribArray(a_textureCoordinate);
        // 指定a_Position所使用的顶点数据
        GLES20.glVertexAttribPointer(a_textureCoordinate, 2, GLES20.GL_FLOAT, false, 0, textureCoordinateDataBuffer);

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
        int uTextureLocation = GLES20.glGetAttribLocation(programId, "u_texture");
        //然后给这个location指定对应哪个纹理单元，这里我们使用0号纹理单元：
        GLES20.glUniform1i(uTextureLocation, 0);
    }


    private void bindFrameBuffer(int frameBuffer) {
        // 绑定frame buffer
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer);
    }

    private void render() {
        GLES20.glClearColor(0.9f, 0.9f, 0.9f, 1f);
        GLES20.glClear((GLES20.GL_COLOR_BUFFER_BIT));
        GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight);

        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexData.length / VERTEX_COMPONENT_COUNT);

    }

    private void initData() {
        vertexDataBuffer = ByteBuffer.allocateDirect(vertexData.length * java.lang.Float.SIZE)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer();
        vertexDataBuffer.put(vertexData)
                .position(0);


        textureCoordinateDataBuffer0 = ByteBuffer.allocateDirect(textureCoordinateData0.length * java.lang.Float.SIZE)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer();
        textureCoordinateDataBuffer0.put(textureCoordinateData0)
                .position(0);

        textureCoordinateDataBuffer1 = ByteBuffer.allocateDirect(textureCoordinateData1.length * java.lang.Float.SIZE)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer();
        textureCoordinateDataBuffer1.put(textureCoordinateData1)
                .position(0);

        textureCoordinateDataBuffer2 = ByteBuffer.allocateDirect(textureCoordinateData2.length * java.lang.Float.SIZE)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer();
        textureCoordinateDataBuffer2.put(textureCoordinateData2)
                .position(0);

        int[] textures = new int[1];
        GLES20.glGenTextures(textures.length, textures, 0);
        imageTexture = textures[0];

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, imageTexture);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);

        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, mBitmap, 0);

    }

    private void initFrameBuffer(int width, int height) {
        //我们先创建一个texture作为和frame buffer的color attachment绑定的texture：
        int[] textures = new int[1];
        GLES20.glGenTextures(textures.length, textures, 0);
        frameBufferTexture = textures[0];

        // 创建frame buffer
        int[] frameBuffers = new int[1];
        GLES20.glGenFramebuffers(frameBuffers.length, frameBuffers, 0);
        frameBuffer = frameBuffers[0];


        //然后将texture与frame buffer的color attachment绑定：
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameBufferTexture);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);

        /**
         * 然后和绑定frameBufferTexture类似，要对一个frame buffer进行操作，也需要先将它进行绑定，
         * 接下来的glFramebufferTexture2D()就是将frameBufferTexture绑定到frameBuffer的0号attachment上，即GL_COLOR_ATTACHMENT0，
         * 这里大家注意一点，frame buffer有多个color attachment，
         * 但在OpenGL ES 2.0中，只能将texture绑定到0号attachment上，以下是官方API说明对attachment参数的描述：
         */
        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer);
        GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, frameBufferTexture, 0);
        //GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);


        int[] textures3 = new int[1];
        GLES20.glGenTextures(1, textures3, 0);
        frameBufferTexture3 = textures3[0];

        int[] frameBuffers3 = new int[1];
        GLES20.glGenFramebuffers(1, frameBuffers3, 0);
        frameBuffer3 = frameBuffers3[0];

        //然后将texture与frame buffer的color attachment绑定：
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameBufferTexture3);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null);

        GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer3);
        GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, frameBufferTexture3, 0);

    }


    private int createGLProgram(String vertexShaderCode, String fragmentShaderCode) {
        // 创建GL程序
        // Create GL program
        int programId = GLES20.glCreateProgram();
        // 加载、编译vertex shader和fragment shader
        // Load and compile vertex shader and fragment shader
        int vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
        int fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
        GLES20.glShaderSource(vertexShader, vertexShaderCode);
        GLES20.glShaderSource(fragmentShader, fragmentShaderCode);
        GLES20.glCompileShader(vertexShader);
        GLES20.glCompileShader(fragmentShader);
        // 将shader程序附着到GL程序上
        // Attach the compiled shaders to the GL program
        GLES20.glAttachShader(programId, vertexShader);
        GLES20.glAttachShader(programId, fragmentShader);
        // 链接GL程序
        // Link the GL program
        GLES20.glLinkProgram(programId);
        //       Util.checkGLError();
        return programId;
    }


}