目录
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 基础
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 转场
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 特效
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 函数
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES GPUImage 使用
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES GLSL 编程
一.简介
GPUImage 共 125 个滤镜, 分为四类
1、Color adjustments : 31 filters , 颜色处理相关
2、Image processing : 40 filters , 图像处理相关.
3、Blending modes : 29 filters , 混合模式相关.
4、Visual effects : 25 filters , 视觉效果相关.
GPUImageLanczosResamplingFilter 属于 GPUImage 图像视觉效果相关,用来处理**图像 Lanczos 重取样模糊效果**。shader 源码如下:- /******************************************************************************************/
- //@Author:猿说编程
- //@Blog(个人博客地址): www.codersrc.com
- //@File:IOS – OpenGL ES GPUImage 图像Lanczos重取样模糊效果 GPUImageLanczosResamplingFilter
- //@Time:2022/06/11 06:30
- //@Motto:不积跬步无以至千里,不积小流无以成江海,程序人生的精彩需要坚持不懈地积累!
- /******************************************************************************************/
- #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
- NSString *const kGPUImageLanczosFragmentShaderString = SHADER_STRING
- (
- precision highp float;
- uniform sampler2D inputImageTexture;
- varying vec2 centerTextureCoordinate;
- varying vec2 oneStepLeftTextureCoordinate;
- varying vec2 twoStepsLeftTextureCoordinate;
- varying vec2 threeStepsLeftTextureCoordinate;
- varying vec2 fourStepsLeftTextureCoordinate;
- varying vec2 oneStepRightTextureCoordinate;
- varying vec2 twoStepsRightTextureCoordinate;
- varying vec2 threeStepsRightTextureCoordinate;
- varying vec2 fourStepsRightTextureCoordinate;
- // sinc(x) * sinc(x/a) = (a * sin(pi * x) * sin(pi * x / a)) / (pi^2 * x^2)
- // Assuming a Lanczos constant of 2.0, and scaling values to max out at x = +/- 1.5
- void main()
- {
- lowp vec4 fragmentColor = texture2D(inputImageTexture, centerTextureCoordinate) * 0.38026;
- fragmentColor += texture2D(inputImageTexture, oneStepLeftTextureCoordinate) * 0.27667;
- fragmentColor += texture2D(inputImageTexture, oneStepRightTextureCoordinate) * 0.27667;
- fragmentColor += texture2D(inputImageTexture, twoStepsLeftTextureCoordinate) * 0.08074;
- fragmentColor += texture2D(inputImageTexture, twoStepsRightTextureCoordinate) * 0.08074;
- fragmentColor += texture2D(inputImageTexture, threeStepsLeftTextureCoordinate) * -0.02612;
- fragmentColor += texture2D(inputImageTexture, threeStepsRightTextureCoordinate) * -0.02612;
- fragmentColor += texture2D(inputImageTexture, fourStepsLeftTextureCoordinate) * -0.02143;
- fragmentColor += texture2D(inputImageTexture, fourStepsRightTextureCoordinate) * -0.02143;
- gl_FragColor = fragmentColor;
- }
- );
- #else
- NSString *const kGPUImageLanczosFragmentShaderString = SHADER_STRING
- (
- uniform sampler2D inputImageTexture;
- varying vec2 centerTextureCoordinate;
- varying vec2 oneStepLeftTextureCoordinate;
- varying vec2 twoStepsLeftTextureCoordinate;
- varying vec2 threeStepsLeftTextureCoordinate;
- varying vec2 fourStepsLeftTextureCoordinate;
- varying vec2 oneStepRightTextureCoordinate;
- varying vec2 twoStepsRightTextureCoordinate;
- varying vec2 threeStepsRightTextureCoordinate;
- varying vec2 fourStepsRightTextureCoordinate;
- // sinc(x) * sinc(x/a) = (a * sin(pi * x) * sin(pi * x / a)) / (pi^2 * x^2)
- // Assuming a Lanczos constant of 2.0, and scaling values to max out at x = +/- 1.5
- void main()
- {
- vec4 fragmentColor = texture2D(inputImageTexture, centerTextureCoordinate) * 0.38026;
- fragmentColor += texture2D(inputImageTexture, oneStepLeftTextureCoordinate) * 0.27667;
- fragmentColor += texture2D(inputImageTexture, oneStepRightTextureCoordinate) * 0.27667;
- fragmentColor += texture2D(inputImageTexture, twoStepsLeftTextureCoordinate) * 0.08074;
- fragmentColor += texture2D(inputImageTexture, twoStepsRightTextureCoordinate) * 0.08074;
- fragmentColor += texture2D(inputImageTexture, threeStepsLeftTextureCoordinate) * -0.02612;
- fragmentColor += texture2D(inputImageTexture, threeStepsRightTextureCoordinate) * -0.02612;
- fragmentColor += texture2D(inputImageTexture, fourStepsLeftTextureCoordinate) * -0.02143;
- fragmentColor += texture2D(inputImageTexture, fourStepsRightTextureCoordinate) * -0.02143;
- gl_FragColor = fragmentColor;
- }
- );
- #endif
复制代码 二.效果演示
使用 GPUImageLanczosResamplingFilter 完成图像 Lanczos 重取样模糊效果****,原图如下:

使用 GPUImageLanczosResamplingFilter 完成图像 Lanczos 重取样模糊效果****,效果如下:

三.源码下载
OpenGL ES Demo 下载地址 : IOS – OpenGL ES GPUImage 图像 Lanczos 重取样模糊效果 GPUImageLanczosResamplingFilter

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