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.
GPUImageEmbossFilter 属于 GPUImage 图像视觉效果相关,用来处理图像浮雕 3d 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 图像浮雕3d效果 GPUImageEmbossFilter
- //@Time:2022/06/10 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 kGPUImage3x3ConvolutionFragmentShaderString = SHADER_STRING
- (
- precision highp float;
- uniform sampler2D inputImageTexture;
- uniform mediump mat3 convolutionMatrix;
- 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;
- void main()
- {
- mediump vec3 bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).rgb;
- mediump vec3 bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).rgb;
- mediump vec3 bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).rgb;
- mediump vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
- mediump vec3 leftColor = texture2D(inputImageTexture, leftTextureCoordinate).rgb;
- mediump vec3 rightColor = texture2D(inputImageTexture, rightTextureCoordinate).rgb;
- mediump vec3 topColor = texture2D(inputImageTexture, topTextureCoordinate).rgb;
- mediump vec3 topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).rgb;
- mediump vec3 topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).rgb;
- mediump vec3 resultColor = topLeftColor * convolutionMatrix[0][0] + topColor * convolutionMatrix[0][1] + topRightColor * convolutionMatrix[0][2];
- resultColor += leftColor * convolutionMatrix[1][0] + centerColor.rgb * convolutionMatrix[1][1] + rightColor * convolutionMatrix[1][2];
- resultColor += bottomLeftColor * convolutionMatrix[2][0] + bottomColor * convolutionMatrix[2][1] + bottomRightColor * convolutionMatrix[2][2];
- gl_FragColor = vec4(resultColor, centerColor.a);
- }
- );
- #else
- NSString *const kGPUImage3x3ConvolutionFragmentShaderString = SHADER_STRING
- (
- uniform sampler2D inputImageTexture;
- uniform mat3 convolutionMatrix;
- 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;
- void main()
- {
- vec3 bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).rgb;
- vec3 bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).rgb;
- vec3 bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).rgb;
- vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);
- vec3 leftColor = texture2D(inputImageTexture, leftTextureCoordinate).rgb;
- vec3 rightColor = texture2D(inputImageTexture, rightTextureCoordinate).rgb;
- vec3 topColor = texture2D(inputImageTexture, topTextureCoordinate).rgb;
- vec3 topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).rgb;
- vec3 topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).rgb;
- vec3 resultColor = topLeftColor * convolutionMatrix[0][0] + topColor * convolutionMatrix[0][1] + topRightColor * convolutionMatrix[0][2];
- resultColor += leftColor * convolutionMatrix[1][0] + centerColor.rgb * convolutionMatrix[1][1] + rightColor * convolutionMatrix[1][2];
- resultColor += bottomLeftColor * convolutionMatrix[2][0] + bottomColor * convolutionMatrix[2][1] + bottomRightColor * convolutionMatrix[2][2];
- gl_FragColor = vec4(resultColor, centerColor.a);
- }
- );
- #endif
复制代码 二.效果演示
使用 **GPUImageEmbossFilter 完成图像浮雕 3d 效果**,原图如下:

使用 **GPUImageEmbossFilter 完成**图像浮雕 3d 效果****,效果如下:

三.源码下载
OpenGL ES Demo 下载地址 : IOS – OpenGL ES 图像浮雕 3d 效果 GPUImageEmbossFilter

四.猜你喜欢
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