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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
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.
GPUImage3x3ConvolutionFilter 属于 GPUImage 图像视觉效果相关,用来处理图像加亮边缘。shader 源码如下:
/******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 图像加亮边缘 GPUImage3x3ConvolutionFilter
//@Time:2022/06/08 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
使用GPUImage3x3ConvolutionFilter** 完成**图像加亮边缘****,原图如下:
使用GPUImage3x3ConvolutionFilter** 完成****图像加亮边缘******,效果如下:
OpenGL ES Demo 下载地址 : IOS – OpenGL ES 图像加亮边缘 GPUImage3x3ConvolutionFilter
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