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
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
四.猜你喜欢
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- IOS OpenGL ES 调节图像白平衡/色温 GPUImageWhiteBalanceFilter
- IOS OpenGL ES 设置图像 lookup 滤镜 GPUImageLookupFilter
- IOS OpenGL ES 设置图像滤镜 GPUImageAmatorkaFilter
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- IOS OpenGL ES 黑白网状效果 GPUImageCrosshatchFilter
- IOS OpenGL ES 色彩丢失/模糊效果 GPUImageColorPackingFilter
- IOS OpenGL ES 图像晕影 GPUImageVignetteFilter
- IOS OpenGL ES 图像漩涡 GPUImageSwirlFilter
- IOS OpenGL ES 图像鱼眼扩散效果 GPUImageBulgeDistortionFilter
- IOS OpenGL ES 图像鱼眼移动效果 GPUImageBulgeDistortionFilter
- IOS OpenGL ES 图像凹面镜移动效果 GPUImagePinchDistortionFilter
- IOS OpenGL ES 图像凹面镜放大效果 GPUImagePinchDistortionFilter
- IOS OpenGL ES 图像哈哈镜效果 GPUImageStretchDistortionFilter
- IOS OpenGL ES 图像水晶球效果 GPUImageGlassSphereFilter
- IOS OpenGL ES 图像球形折射 GPUImageSphereRefractionFilter
- IOS OpenGL ES 图像色调分离噪点效果 GPUImagePosterizeFilter
- IOS OpenGL ES 图像CGA色彩滤镜 GPUImageCGAColorspaceFilter
- IOS OpenGL ES 图像柏林噪点/花边噪点 GPUImagePerlinNoiseFilter
- IOS OpenGL ES 图像加亮边缘 GPUImage3x3ConvolutionFilter
- IOS OpenGL ES 图像浮雕3d效果 GPUImageEmbossFilter
- IOS OpenGL ES 图像马赛克圆点 GPUImagePolkaDotFilter
- IOS OpenGL ES 图像侵蚀边缘黑白模糊 GPUImageErosionFilter
- IOS OpenGL ES 图像侵蚀边缘色彩模糊 GPUImageRGBErosionFilter
- IOS OpenGL ES 图像扩展边缘黑白模糊 GPUImageDilationFilter
- IOS OpenGL ES 图像扩展边缘彩色模糊 GPUImageRGBDilationFilter
- IOS OpenGL ES GPUImage 黑白色调模糊 GPUImageOpeningFilter
- IOS OpenGL ES GPUImage 彩色模糊 GPUImageRGBOpeningFilter
- IOS OpenGL ES GPUImage 图像黑白色调模糊/暗色提亮 GPUImageClosingFilter
- IOS OpenGL ES GPUImage 图像彩色调模糊/暗色提亮 GPUImageRGBClosingFilter
- IOS OpenGL ES GPUImage 图像Lanczos重取样模糊效果 GPUImageLanczosResamplingFilter
- IOS OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageNonMaximumSuppressionFilter
- IOS OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageThresholdedNonMaximumSuppressionFilter
- IOS OpenGL ES GPUImage 图像Sobel边缘检测,类似漫画反色 GPUImageSobelEdgeDetectionFilter
- IOS OpenGL ES GPUImage GPUImageWeakPixelInclusionFilter
- IOS OpenGL ES GPUImage GPUImageDirectionalNonMaximumSuppressionFilter
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