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.
GPUImageThresholdedNonMaximumSuppressionFilter属于 GPUImage 图像视觉效果相关,用来处理**图像图像显示亮度最高的像素,其他为黑效果**,相比于 GPUImageNonMaximumSuppressionFilter ,GPUImageThresholdedNonMaximumSuppressionFilter像素丢失更多。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 图像显示亮度最高的像素,其他为黑 GPUImageThresholdedNonMaximumSuppressionFilter
- //@Time:2022/06/21 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 kGPUImageThresholdedNonMaximumSuppressionFragmentShaderString = SHADER_STRING
- (
- uniform sampler2D inputImageTexture;
- varying highp vec2 textureCoordinate;
- varying highp vec2 leftTextureCoordinate;
- varying highp vec2 rightTextureCoordinate;
- varying highp vec2 topTextureCoordinate;
- varying highp vec2 topLeftTextureCoordinate;
- varying highp vec2 topRightTextureCoordinate;
- varying highp vec2 bottomTextureCoordinate;
- varying highp vec2 bottomLeftTextureCoordinate;
- varying highp vec2 bottomRightTextureCoordinate;
- uniform lowp float threshold;
- void main()
- {
- lowp float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
- lowp float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
- lowp float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
- lowp vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
- lowp float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
- lowp float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
- lowp float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
- lowp float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
- lowp float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
- // Use a tiebreaker for pixels to the left and immediately above this one
- lowp float multiplier = 1.0 - step(centerColor.r, topColor);
- multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
- multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
- multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));
- lowp float maxValue = max(centerColor.r, bottomColor);
- maxValue = max(maxValue, bottomRightColor);
- maxValue = max(maxValue, rightColor);
- maxValue = max(maxValue, topRightColor);
- lowp float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
- finalValue = step(threshold, finalValue);
- gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
- //
- // gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
- }
- );
- NSString *const kGPUImageThresholdedNonMaximumSuppressionPackedColorspaceFragmentShaderString = SHADER_STRING
- (
- uniform sampler2D inputImageTexture;
- varying highp vec2 textureCoordinate;
- varying highp vec2 leftTextureCoordinate;
- varying highp vec2 rightTextureCoordinate;
- varying highp vec2 topTextureCoordinate;
- varying highp vec2 topLeftTextureCoordinate;
- varying highp vec2 topRightTextureCoordinate;
- varying highp vec2 bottomTextureCoordinate;
- varying highp vec2 bottomLeftTextureCoordinate;
- varying highp vec2 bottomRightTextureCoordinate;
- uniform lowp float threshold;
- uniform highp float texelWidth;
- uniform highp float texelHeight;
- highp float encodedIntensity(highp vec3 sourceColor)
- {
- return (sourceColor.b * 256.0 * 256.0 + sourceColor.g * 256.0 + sourceColor.r);
- }
- void main()
- {
- highp float bottomColor = encodedIntensity(texture2D(inputImageTexture, bottomTextureCoordinate).rgb);
- highp float bottomLeftColor = encodedIntensity(texture2D(inputImageTexture, bottomLeftTextureCoordinate).rgb);
- highp float bottomRightColor = encodedIntensity(texture2D(inputImageTexture, bottomRightTextureCoordinate).rgb);
- highp float centerColor = encodedIntensity(texture2D(inputImageTexture, textureCoordinate).rgb);
- highp float leftColor = encodedIntensity(texture2D(inputImageTexture, leftTextureCoordinate).rgb);
- highp float rightColor = encodedIntensity(texture2D(inputImageTexture, rightTextureCoordinate).rgb);
- highp float topColor = encodedIntensity(texture2D(inputImageTexture, topTextureCoordinate).rgb);
- highp float topRightColor = encodedIntensity(texture2D(inputImageTexture, topRightTextureCoordinate).rgb);
- highp float topLeftColor = encodedIntensity(texture2D(inputImageTexture, topLeftTextureCoordinate).rgb);
- highp float secondStageColor1 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, -2.0 * texelHeight)).rgb);
- highp float secondStageColor2 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, -1.0 * texelHeight)).rgb);
- highp float secondStageColor3 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 0.0)).rgb);
- highp float secondStageColor4 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 1.0 * texelHeight)).rgb);
- highp float secondStageColor5 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-2.0 * texelWidth, 2.0 * texelHeight)).rgb);
- highp float secondStageColor6 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-1.0 * texelWidth, 2.0 * texelHeight)).rgb);
- highp float secondStageColor7 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(0.0, 2.0 * texelHeight)).rgb);
- highp float secondStageColor8 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(1.0 * texelWidth, 2.0 * texelHeight)).rgb);
- highp float thirdStageColor1 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(-1.0 * texelWidth, -2.0 * texelHeight)).rgb);
- highp float thirdStageColor2 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(0.0, -2.0 * texelHeight)).rgb);
- highp float thirdStageColor3 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(1.0 * texelWidth, -2.0 * texelHeight)).rgb);
- highp float thirdStageColor4 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, -2.0 * texelHeight)).rgb);
- highp float thirdStageColor5 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, -1.0 * texelHeight)).rgb);
- highp float thirdStageColor6 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 0.0)).rgb);
- highp float thirdStageColor7 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 1.0 * texelHeight)).rgb);
- highp float thirdStageColor8 = encodedIntensity(texture2D(inputImageTexture, textureCoordinate + vec2(2.0 * texelWidth, 2.0 * texelHeight)).rgb);
- // Use a tiebreaker for pixels to the left and immediately above this one
- highp float multiplier = 1.0 - step(centerColor, topColor);
- multiplier = multiplier * (1.0 - step(centerColor, topLeftColor));
- multiplier = multiplier * (1.0 - step(centerColor, leftColor));
- multiplier = multiplier * (1.0 - step(centerColor, bottomLeftColor));
- multiplier = multiplier * (1.0 - step(centerColor, secondStageColor1));
- multiplier = multiplier * (1.0 - step(centerColor, secondStageColor2));
- multiplier = multiplier * (1.0 - step(centerColor, secondStageColor3));
- multiplier = multiplier * (1.0 - step(centerColor, secondStageColor4));
- multiplier = multiplier * (1.0 - step(centerColor, secondStageColor5));
- multiplier = multiplier * (1.0 - step(centerColor, secondStageColor6));
- multiplier = multiplier * (1.0 - step(centerColor, secondStageColor7));
- multiplier = multiplier * (1.0 - step(centerColor, secondStageColor8));
- highp float maxValue = max(centerColor, bottomColor);
- maxValue = max(maxValue, bottomRightColor);
- maxValue = max(maxValue, rightColor);
- maxValue = max(maxValue, topRightColor);
- maxValue = max(maxValue, thirdStageColor1);
- maxValue = max(maxValue, thirdStageColor2);
- maxValue = max(maxValue, thirdStageColor3);
- maxValue = max(maxValue, thirdStageColor4);
- maxValue = max(maxValue, thirdStageColor5);
- maxValue = max(maxValue, thirdStageColor6);
- maxValue = max(maxValue, thirdStageColor7);
- maxValue = max(maxValue, thirdStageColor8);
- highp float midValue = centerColor * step(maxValue, centerColor) * multiplier;
- highp float finalValue = step(threshold, midValue);
- gl_FragColor = vec4(finalValue * centerColor, topLeftColor, topRightColor, topColor);
- }
- );
- #else
- NSString *const kGPUImageThresholdedNonMaximumSuppressionFragmentShaderString = SHADER_STRING
- (
- uniform sampler2D inputImageTexture;
- varying vec2 textureCoordinate;
- varying vec2 leftTextureCoordinate;
- varying vec2 rightTextureCoordinate;
- varying vec2 topTextureCoordinate;
- varying vec2 topLeftTextureCoordinate;
- varying vec2 topRightTextureCoordinate;
- varying vec2 bottomTextureCoordinate;
- varying vec2 bottomLeftTextureCoordinate;
- varying vec2 bottomRightTextureCoordinate;
- uniform float threshold;
- void main()
- {
- float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
- float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
- float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
- vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
- float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
- float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
- float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
- float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
- float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
- // Use a tiebreaker for pixels to the left and immediately above this one
- float multiplier = 1.0 - step(centerColor.r, topColor);
- multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
- multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
- multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));
- float maxValue = max(centerColor.r, bottomColor);
- maxValue = max(maxValue, bottomRightColor);
- maxValue = max(maxValue, rightColor);
- maxValue = max(maxValue, topRightColor);
- float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
- finalValue = step(threshold, finalValue);
- gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
- //
- // gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
- }
- );
- NSString *const kGPUImageThresholdedNonMaximumSuppressionPackedColorspaceFragmentShaderString = SHADER_STRING
- (
- uniform sampler2D inputImageTexture;
- varying vec2 textureCoordinate;
- varying vec2 leftTextureCoordinate;
- varying vec2 rightTextureCoordinate;
- varying vec2 topTextureCoordinate;
- varying vec2 topLeftTextureCoordinate;
- varying vec2 topRightTextureCoordinate;
- varying vec2 bottomTextureCoordinate;
- varying vec2 bottomLeftTextureCoordinate;
- varying vec2 bottomRightTextureCoordinate;
- uniform float threshold;
- void main()
- {
- float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;
- float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
- float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
- vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
- float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;
- float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;
- float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;
- float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;
- float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
- // Use a tiebreaker for pixels to the left and immediately above this one
- float multiplier = 1.0 - step(centerColor.r, topColor);
- multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));
- multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));
- multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));
- float maxValue = max(centerColor.r, bottomColor);
- maxValue = max(maxValue, bottomRightColor);
- maxValue = max(maxValue, rightColor);
- maxValue = max(maxValue, topRightColor);
- float finalValue = centerColor.r * step(maxValue, centerColor.r) * multiplier;
- finalValue = step(threshold, finalValue);
- gl_FragColor = vec4(finalValue, finalValue, finalValue, 1.0);
- //
- // gl_FragColor = vec4((centerColor.rgb * step(maxValue, step(threshold, centerColor.r)) * multiplier), 1.0);
- }
- );
- #endif
复制代码 二.效果演示
使用 GPUImageThresholdedNonMaximumSuppressionFilter 完成图像显示亮度最高的像素,其他为黑,原图如下:

使用 GPUImageThresholdedNonMaximumSuppressionFilter 完成图像显示亮度最高的像素,其他为黑****,效果如下:

三.源码下载
OpenGL ES Demo 下载地址 : IOS – OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageThresholdedNonMaximumSuppressionFilter

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