目录
一.简介二.效果演示三.源码下载四.猜你喜欢一.简介零基础 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.
**GPUImageSharpenFilter 属于 GPUImage 图像处理相关,用来处理图像锐化效果,**shader 源码如下:
/******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 设置图像锐化 GPUImageSharpenFilter
//@Time:2022/04/17 07:30
//@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!
/******************************************************************************************/
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** 处理图片示例,原图:
GPUImageSharpenFilter 效果图:
三.源码下载OpenGL ES Demo 下载地址 : IOS – OpenGL ES 设置图像滤镜 GPUImageSharpenFilter
四.猜你喜欢 IOS – OPenGL ES 设置图像亮度 GPUImageBrightnessFilterIOS – OPenGL ES 调节图像曝光度 GPUImageExposureFilterIOS – OpenGL ES 调节图像对比度 GPUImageContrastFilterIOS – OPenGL ES 调节图像饱和度 GPUImageSaturationFilterIOS – OPenGL ES 调节图像伽马线 GPUImageGammaFilterIOS – OpenGL ES 调节图像反色 GPUImageColorInvertFilterIOS – OpenGL ES 调节图像褐色 GPUImageSepiaFilterIOS – OpenGL ES 调节图像灰色 GPUImageGrayscaleFilterIOS – OpenGL ES 调节图像 RGB 通道 GPUImageRGBFilterIOS – OpenGL ES 调节图像不透明度 GPUImageOpacityFilterIOS – OpenGL ES 调节图像阴影 GPUImageHighlightShadowFilterIOS – OpenGL ES 调节图像色彩替换 GPUImageFalseColorFilterGPUImage – 色彩直方图 GPUImageHistogramFilterGPUImage – 色彩直方图 GPUImageHistogramGeneratorGPUImage – 像素平均色值 GPUImageAverageColorGPUImage – 亮度平均 GPUImageLuminosityIOS – OpenGL ES 调节图像色度 GPUImageHueFilterIOS – OpenGL ES 指定颜色抠图 GPUImageChromaKeyFilterIOS – OpenGL ES 调节图像白平衡/色温 GPUImageWhiteBalanceFilterIOS – OpenGL ES 设置图像 lookup 滤镜 GPUImageLookupFilterIOS – OpenGL ES 设置图像滤镜 GPUImageAmatorkaFilterIOS – OpenGL ES 设置图像滤镜 GPUImageSoftEleganceFilterIOS – OpenGL ES 设置图像滤镜 GPUImageLineGeneratorIOS – OpenGL ES 设置图像锐化 GPUImageSharpenFilter欢迎分享,转载请注明来源:内存溢出
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