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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.
GPUImageCGAColorspaceFilter 属于 GPUImage 图像视觉效果相关,用来处理图像 CGA 色彩滤镜,形成黑、浅蓝、紫色块的画面。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CGA色彩滤镜 GPUImageCGAColorspaceFilter
//@Time:2022/06/05 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 kGPUImageCGAColorspaceFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
highp vec2 sampleDivisor = vec2(1.0 / 200.0, 1.0 / 320.0);
//highp vec4 colorDivisor = vec4(colorDepth);
highp vec2 samplePos = textureCoordinate - mod(textureCoordinate, sampleDivisor);
highp vec4 color = texture2D(inputImageTexture, samplePos );
//gl_FragColor = texture2D(inputImageTexture, samplePos );
mediump vec4 colorCyan = vec4(85.0 / 255.0, 1.0, 1.0, 1.0);
mediump vec4 colorMagenta = vec4(1.0, 85.0 / 255.0, 1.0, 1.0);
mediump vec4 colorWhite = vec4(1.0, 1.0, 1.0, 1.0);
mediump vec4 colorBlack = vec4(0.0, 0.0, 0.0, 1.0);
mediump vec4 endColor;
highp float blackDistance = distance(color, colorBlack);
highp float whiteDistance = distance(color, colorWhite);
highp float magentaDistance = distance(color, colorMagenta);
highp float cyanDistance = distance(color, colorCyan);
mediump vec4 finalColor;
highp float colorDistance = min(magentaDistance, cyanDistance);
colorDistance = min(colorDistance, whiteDistance);
colorDistance = min(colorDistance, blackDistance);
if (colorDistance == blackDistance) {
finalColor = colorBlack;
} else if (colorDistance == whiteDistance) {
finalColor = colorWhite;
} else if (colorDistance == cyanDistance) {
finalColor = colorCyan;
} else {
finalColor = colorMagenta;
}
gl_FragColor = finalColor;
}
);
#else
NSString *const kGPUImageCGAColorspaceFragmentShaderString = SHADER_STRING
(
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
vec2 sampleDivisor = vec2(1.0 / 200.0, 1.0 / 320.0);
//highp vec4 colorDivisor = vec4(colorDepth);
vec2 samplePos = textureCoordinate - mod(textureCoordinate, sampleDivisor);
vec4 color = texture2D(inputImageTexture, samplePos );
//gl_FragColor = texture2D(inputImageTexture, samplePos );
vec4 colorCyan = vec4(85.0 / 255.0, 1.0, 1.0, 1.0);
vec4 colorMagenta = vec4(1.0, 85.0 / 255.0, 1.0, 1.0);
vec4 colorWhite = vec4(1.0, 1.0, 1.0, 1.0);
vec4 colorBlack = vec4(0.0, 0.0, 0.0, 1.0);
vec4 endColor;
float blackDistance = distance(color, colorBlack);
float whiteDistance = distance(color, colorWhite);
float magentaDistance = distance(color, colorMagenta);
float cyanDistance = distance(color, colorCyan);
vec4 finalColor;
float colorDistance = min(magentaDistance, cyanDistance);
colorDistance = min(colorDistance, whiteDistance);
colorDistance = min(colorDistance, blackDistance);
if (colorDistance == blackDistance) {
finalColor = colorBlack;
} else if (colorDistance == whiteDistance) {
finalColor = colorWhite;
} else if (colorDistance == cyanDistance) {
finalColor = colorCyan;
} else {
finalColor = colorMagenta;
}
gl_FragColor = finalColor;
}
);
#endif
使用 GPUImageCGAColorspaceFilter 完成图像 CGA 色彩滤镜,形成黑、浅蓝、紫色块的画面,原图:
使用 **GPUImageCGAColorspaceFilter 完成**图像 CGA 色彩滤镜,形成黑、浅蓝、紫色块的画面****
OpenGL ES Demo 下载地址 : IOS – OpenGL ES 图像 CGA 色彩滤镜 GPUImageCGAColorspaceFilter
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