目錄
零基礎(chǔ) OpenGL (ES) 學(xué)習(xí)路線推薦 : OpenGL (ES) 學(xué)習(xí)目錄 >> OpenGL ES 基礎(chǔ)
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零基礎(chǔ) OpenGL (ES) 學(xué)習(xí)路線推薦 : OpenGL (ES) 學(xué)習(xí)目錄 >> OpenGL ES GPUImage 使用
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一.簡介
GPUImage 共 125 個濾鏡, 分為四類
1、Color adjustments : 31 filters , 顏色處理相關(guān)
2、Image processing : 40 filters , 圖像處理相關(guān).
3、Blending modes : 29 filters , 混合模式相關(guān).
4、Visual effects : 25 filters , 視覺效果相關(guān).
GPUImageSharpenFilter 屬于 GPUImage 圖像處理相關(guān),用來處理圖像銳化效果,shader 源碼如下:
/******************************************************************************************/
//@Author:猿說編程
//@Blog(個人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 設(shè)置圖像銳化 GPUImageSharpenFilter
//@Time:2022/04/17 07:30
//@Motto:不積跬步無以至千里,不積小流無以成江海,程序人生的精彩需要堅持不懈地積累!
/******************************************************************************************/
NSString \*const kGPUImageSharpenVertexShaderString = SHADER_STRING
(
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
uniform float imageWidthFactor;
uniform float imageHeightFactor;
uniform float sharpness;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying float centerMultiplier;
varying float edgeMultiplier;
void main()
{
gl_Position = position;
vec2 widthStep = vec2(imageWidthFactor, 0.0);
vec2 heightStep = vec2(0.0, imageHeightFactor);
textureCoordinate = inputTextureCoordinate.xy;
leftTextureCoordinate = inputTextureCoordinate.xy - widthStep;
rightTextureCoordinate = inputTextureCoordinate.xy + widthStep;
topTextureCoordinate = inputTextureCoordinate.xy + heightStep;
bottomTextureCoordinate = inputTextureCoordinate.xy - heightStep;
centerMultiplier = 1.0 + 4.0 * sharpness;
edgeMultiplier = sharpness;
}
);
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString \*const kGPUImageSharpenFragmentShaderString = SHADER_STRING
(
precision highp float;
varying highp vec2 textureCoordinate;
varying highp vec2 leftTextureCoordinate;
varying highp vec2 rightTextureCoordinate;
varying highp vec2 topTextureCoordinate;
varying highp vec2 bottomTextureCoordinate;
varying highp float centerMultiplier;
varying highp float edgeMultiplier;
uniform sampler2D inputImageTexture;
void main()
{
mediump vec3 textureColor = texture2D(inputImageTexture, textureCoordinate).rgb;
mediump vec3 leftTextureColor = texture2D(inputImageTexture, leftTextureCoordinate).rgb;
mediump vec3 rightTextureColor = texture2D(inputImageTexture, rightTextureCoordinate).rgb;
mediump vec3 topTextureColor = texture2D(inputImageTexture, topTextureCoordinate).rgb;
mediump vec3 bottomTextureColor = texture2D(inputImageTexture, bottomTextureCoordinate).rgb;
gl_FragColor = vec4((textureColor * centerMultiplier - (leftTextureColor * edgeMultiplier + rightTextureColor * edgeMultiplier + topTextureColor * edgeMultiplier + bottomTextureColor * edgeMultiplier)), texture2D(inputImageTexture, bottomTextureCoordinate).w);
}
);
#else
NSString \*const kGPUImageSharpenFragmentShaderString = SHADER_STRING
(
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying float centerMultiplier;
varying float edgeMultiplier;
uniform sampler2D inputImageTexture;
void main()
{
vec3 textureColor = texture2D(inputImageTexture, textureCoordinate).rgb;
vec3 leftTextureColor = texture2D(inputImageTexture, leftTextureCoordinate).rgb;
vec3 rightTextureColor = texture2D(inputImageTexture, rightTextureCoordinate).rgb;
vec3 topTextureColor = texture2D(inputImageTexture, topTextureCoordinate).rgb;
vec3 bottomTextureColor = texture2D(inputImageTexture, bottomTextureCoordinate).rgb;
gl_FragColor = vec4((textureColor * centerMultiplier - (leftTextureColor * edgeMultiplier + rightTextureColor * edgeMultiplier + topTextureColor * edgeMultiplier + bottomTextureColor * edgeMultiplier)), texture2D(inputImageTexture, bottomTextureCoordinate).w);
}
);
#endif
二.效果演示
使用GPUImageSharpenFilter** 處理圖片示例**,原圖:


三.源碼下載
OpenGL ES Demo 下載地址 : IOS – OpenGL ES 設(shè)置圖像濾鏡 GPUImageSharpenFilter

四.猜你喜歡
- IOS – OPenGL ES 設(shè)置圖像亮度 GPUImageBrightnessFilter
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- IOS – OpenGL ES 調(diào)節(jié)圖像對比度 GPUImageContrastFilter
- IOS – OPenGL ES 調(diào)節(jié)圖像飽和度 GPUImageSaturationFilter
- IOS – OPenGL ES 調(diào)節(jié)圖像伽馬線 GPUImageGammaFilter
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- IOS – OpenGL ES 調(diào)節(jié)圖像褐色 GPUImageSepiaFilter
- IOS – OpenGL ES 調(diào)節(jié)圖像灰色 GPUImageGrayscaleFilter
- IOS – OpenGL ES 調(diào)節(jié)圖像 RGB 通道 GPUImageRGBFilter
- IOS – OpenGL ES 調(diào)節(jié)圖像不透明度 GPUImageOpacityFilter
- IOS – OpenGL ES 調(diào)節(jié)圖像陰影 GPUImageHighlightShadowFilter
- IOS – OpenGL ES 調(diào)節(jié)圖像色彩替換 GPUImageFalseColorFilter
- GPUImage – 色彩直方圖 GPUImageHistogramFilter
- GPUImage – 色彩直方圖 GPUImageHistogramGenerator
- GPUImage – 像素平均色值 GPUImageAverageColor
- GPUImage – 亮度平均 GPUImageLuminosity
- IOS – OpenGL ES 調(diào)節(jié)圖像色度 GPUImageHueFilter
- IOS – OpenGL ES 指定顏色摳圖 GPUImageChromaKeyFilter
- IOS – OpenGL ES 調(diào)節(jié)圖像白平衡/色溫 GPUImageWhiteBalanceFilter
- IOS – OpenGL ES 設(shè)置圖像 lookup 濾鏡 GPUImageLookupFilter
- IOS – OpenGL ES 設(shè)置圖像濾鏡 GPUImageAmatorkaFilter
- IOS – OpenGL ES 設(shè)置圖像濾鏡 GPUImageSoftEleganceFilter
- IOS – OpenGL ES 設(shè)置圖像濾鏡 GPUImageLineGenerator
- IOS – OpenGL ES 設(shè)置圖像銳化 GPUImageSharpenFilter
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