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.
GPUImageThresholdSketchFilter 属于 GPUImage 图像视觉效果相关,用于图像阀值素描,形成有噪点的素描。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 GPUImageThresholdSketchFilter
- //@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 kGPUImageThresholdSketchFragmentShaderString = 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 lowp float threshold;
- uniform float edgeStrength;
- const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
- void main()
- {
- float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
- float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
- float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
- float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
- float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
- float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
- float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
- float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
- float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
- float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;
- float mag = (length(vec2(h, v)) * edgeStrength);
- mag = step(threshold, mag);
- mag = 1.0 - mag;
- gl_FragColor = vec4(vec3(mag), 1.0);
- }
- );
- #else
- NSString *const kGPUImageThresholdSketchFragmentShaderString = 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 threshold;
- uniform float edgeStrength;
- const vec3 W = vec3(0.2125, 0.7154, 0.0721);
- void main()
- {
- float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
- float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
- float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
- float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
- float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
- float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
- float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
- float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
- float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
- float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;
- float mag = 1.0 - length(vec2(h, v) * edgeStrength);
- mag = step(threshold, mag);
- gl_FragColor = vec4(vec3(mag), 1.0);
- }
- );
- #endif
复制代码 二.效果演示
使用GPUImageThresholdSketchFilter**,**原图如下:

使用GPUImageThresholdSketchFilter 效果如下:

三.源码下载
OpenGL ES Demo 下载地址 : IOS OpenGL ES GPUImage 图像阀值素描,形成有噪点的素描 GPUImageThresholdSketchFilter

四.猜你喜欢
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