IOS – OpenGL ES 設定影象黑白噪點 GPUImageLocalBinaryPatternFilter
目錄
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 基礎
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 轉場
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 特效
零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 函式
零基礎 OpenGL (ES) 學習路線推薦 :
OpenGL (ES) 學習目錄 >> OpenGL ES GPUImage 使用零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES GLSL 程式設計
一.簡介
GPUImage 共 125 個濾鏡, 分為四類
1、Color adjustments : 31 filters , 顏色處理相關
2、Image processing : 40 filters , 影象處理相關.
3、Blending modes : 29 filters , 混合模式相關.
4、Visual effects : 25 filters , 視覺效果相關.
GPUImageLocalBinaryPatternFilter 屬於 GPUImage 影象處理相關,用來影象黑白化,並有大量噪點,shader 原始碼如下:
/******************************************************************************************/ //@Author:猿說程式設計 //@Blog(個人部落格地址): www.codersrc.com //@File:IOS – OpenGL ES 設定影象黑白化 ,並有大量噪點GPUImageLocalBinaryPatternFilter //@Time:2022/04/20 07:30 //@Motto:不積跬步無以至千里,不積小流無以成江海,程式人生的精彩需要堅持不懈地積累! /******************************************************************************************/ #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE NSString *const kGPUImageLocalBinaryPatternFragmentShaderString = 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; void main() { lowp float centerIntensity = texture2D(inputImageTexture, textureCoordinate).r; lowp float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r; lowp float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r; lowp float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r; lowp float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r; lowp float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r; lowp float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r; lowp float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r; lowp float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r; lowp float byteTally = 1.0 / 255.0 * step(centerIntensity, topRightIntensity); byteTally += 2.0 / 255.0 * step(centerIntensity, topIntensity); byteTally += 4.0 / 255.0 * step(centerIntensity, topLeftIntensity); byteTally += 8.0 / 255.0 * step(centerIntensity, leftIntensity); byteTally += 16.0 / 255.0 * step(centerIntensity, bottomLeftIntensity); byteTally += 32.0 / 255.0 * step(centerIntensity, bottomIntensity); byteTally += 64.0 / 255.0 * step(centerIntensity, bottomRightIntensity); byteTally += 128.0 / 255.0 * step(centerIntensity, rightIntensity); // TODO: Replace the above with a dot product and two vec4s // TODO: Apply step to a matrix, rather than individually gl_FragColor = vec4(byteTally, byteTally, byteTally, 1.0); } ); #else NSString *const kGPUImageLocalBinaryPatternFragmentShaderString = 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; void main() { float centerIntensity = texture2D(inputImageTexture, textureCoordinate).r; float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r; float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r; float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r; float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r; float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r; float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r; float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r; float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r; float byteTally = 1.0 / 255.0 * step(centerIntensity, topRightIntensity); byteTally += 2.0 / 255.0 * step(centerIntensity, topIntensity); byteTally += 4.0 / 255.0 * step(centerIntensity, topLeftIntensity); byteTally += 8.0 / 255.0 * step(centerIntensity, leftIntensity); byteTally += 16.0 / 255.0 * step(centerIntensity, bottomLeftIntensity); byteTally += 32.0 / 255.0 * step(centerIntensity, bottomIntensity); byteTally += 64.0 / 255.0 * step(centerIntensity, bottomRightIntensity); byteTally += 128.0 / 255.0 * step(centerIntensity, rightIntensity); // TODO: Replace the above with a dot product and two vec4s // TODO: Apply step to a matrix, rather than individually gl_FragColor = vec4(byteTally, byteTally, byteTally, 1.0); } ); #endif
二.效果演示
**使用GPUImageLocalBinaryPatternFilter **用來影象黑白化,並有大量噪點****,原圖:
**GPUImageLocalBinaryPatternFilter **影象黑白化**,效果圖:**
三.原始碼下載
OpenGL ES Demo 下載地址 : IOS – OpenGL ES 繪製線條 GPUImageLocalBinaryPatternFilter
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