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.
GPUImageChromaKeyBlendFilter属于 GPUImage 混合模式相关,用于图像色度键混合。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 GPUImageChromaKeyBlendFilter
- //@Time:2022/07/16 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 kGPUImageChromaKeyBlendFragmentShaderString = SHADER_STRING
- (
- precision highp float;
- varying highp vec2 textureCoordinate;
- varying highp vec2 textureCoordinate2;
- uniform float thresholdSensitivity;
- uniform float smoothing;
- uniform vec3 colorToReplace;
- uniform sampler2D inputImageTexture;
- uniform sampler2D inputImageTexture2;
- void main()
- {
- vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
- vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
- float maskY = 0.2989 * colorToReplace.r + 0.5866 * colorToReplace.g + 0.1145 * colorToReplace.b;
- float maskCr = 0.7132 * (colorToReplace.r - maskY);
- float maskCb = 0.5647 * (colorToReplace.b - maskY);
- float Y = 0.2989 * textureColor.r + 0.5866 * textureColor.g + 0.1145 * textureColor.b;
- float Cr = 0.7132 * (textureColor.r - Y);
- float Cb = 0.5647 * (textureColor.b - Y);
- // float blendValue = 1.0 - smoothstep(thresholdSensitivity - smoothing, thresholdSensitivity , abs(Cr - maskCr) + abs(Cb - maskCb));
- float blendValue = 1.0 - smoothstep(thresholdSensitivity, thresholdSensitivity + smoothing, distance(vec2(Cr, Cb), vec2(maskCr, maskCb)));
- gl_FragColor = mix(textureColor, textureColor2, blendValue);
- }
- );
- #else
- NSString *const kGPUImageChromaKeyBlendFragmentShaderString = SHADER_STRING
- (
- varying vec2 textureCoordinate;
- varying vec2 textureCoordinate2;
- uniform float thresholdSensitivity;
- uniform float smoothing;
- uniform vec3 colorToReplace;
- uniform sampler2D inputImageTexture;
- uniform sampler2D inputImageTexture2;
- void main()
- {
- vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
- vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
- float maskY = 0.2989 * colorToReplace.r + 0.5866 * colorToReplace.g + 0.1145 * colorToReplace.b;
- float maskCr = 0.7132 * (colorToReplace.r - maskY);
- float maskCb = 0.5647 * (colorToReplace.b - maskY);
- float Y = 0.2989 * textureColor.r + 0.5866 * textureColor.g + 0.1145 * textureColor.b;
- float Cr = 0.7132 * (textureColor.r - Y);
- float Cb = 0.5647 * (textureColor.b - Y);
- // float blendValue = 1.0 - smoothstep(thresholdSensitivity - smoothing, thresholdSensitivity , abs(Cr - maskCr) + abs(Cb - maskCb));
- float blendValue = 1.0 - smoothstep(thresholdSensitivity, thresholdSensitivity + smoothing, distance(vec2(Cr, Cb), vec2(maskCr, maskCb)));
- gl_FragColor = mix(textureColor, textureColor2, blendValue);
- }
- );
- #endif
复制代码 二.效果演示
GPUImageChromaKeyBlendFilter使用 **,**源图如下:
使用GPUImageChromaKeyBlendFilter,效果如下:
三.源码下载
OpenGL ES Demo 下载地址 : IOS OpenGL ES GPUImage 色度键混合 GPUImageChromaKeyBlendFilter
四.猜你喜欢
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