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.
GPUImageXYDerivativeFilter 属于 GPUImage 图像视觉效果相关,用于图像 XYDerivative 边缘检测。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 GPUImageXYDerivativeFilter
- //@Time:2022/07/02 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 kGPUImageGradientFragmentShaderString = SHADER_STRING
- (
- precision highp float;
- 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 sampler2D inputImageTexture;
- uniform float edgeStrength;
- void main()
- {
- float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
- float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
- float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
- float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
- float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
- float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
- float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
- float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
- float verticalDerivative = -topLeftIntensity - topIntensity - topRightIntensity + bottomLeftIntensity + bottomIntensity + bottomRightIntensity;
- float horizontalDerivative = -bottomLeftIntensity - leftIntensity - topLeftIntensity + bottomRightIntensity + rightIntensity + topRightIntensity;
- verticalDerivative = verticalDerivative * edgeStrength;
- horizontalDerivative = horizontalDerivative * edgeStrength;
- // Scaling the X * Y operation so that negative numbers are not clipped in the 0..1 range. This will be expanded in the corner detection filter
- gl_FragColor = vec4(horizontalDerivative * horizontalDerivative, verticalDerivative * verticalDerivative, ((verticalDerivative * horizontalDerivative) + 1.0) / 2.0, 1.0);
- }
- );
- #else
- NSString *const kGPUImageGradientFragmentShaderString = SHADER_STRING
- (
- 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 sampler2D inputImageTexture;
- uniform float edgeStrength;
- void main()
- {
- float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
- float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
- float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
- float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
- float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
- float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
- float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
- float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
- float verticalDerivative = -topLeftIntensity - topIntensity - topRightIntensity + bottomLeftIntensity + bottomIntensity + bottomRightIntensity;
- float horizontalDerivative = -bottomLeftIntensity - leftIntensity - topLeftIntensity + bottomRightIntensity + rightIntensity + topRightIntensity;
- verticalDerivative = verticalDerivative * edgeStrength;
- horizontalDerivative = horizontalDerivative * edgeStrength;
- // Scaling the X * Y operation so that negative numbers are not clipped in the 0..1 range. This will be expanded in the corner detection filter
- gl_FragColor = vec4(horizontalDerivative * horizontalDerivative, verticalDerivative * verticalDerivative, ((verticalDerivative * horizontalDerivative) + 1.0) / 2.0, 1.0);
- }
- );
- #endif
复制代码 二.效果演示
使用 GPUImageXYDerivativeFilter**,**原图如下:

使用 GPUImageXYDerivativeFilter 效果如下:

三.源码下载
OpenGL ES Demo 下载地址 : IOS OpenGL ES GPUImage 图像 XYDerivative 边缘检测 GPUImageXYDerivativeFilter

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