OpenGL Texture C++ Camera Filter滤镜
基于OpenGL Texture纹理的强大功能,在片段着色器(Shader)中编写GLSL代码,对YUV的数据进行数据转换从而实现视频编辑软件中的相机滤镜功能。
接上一篇OpenGL Texture C++ 预览Camera视频的功能实现,本篇来实现Camera滤镜效果并各种滤镜的切换。
项目github地址:GitHub - wangyongyao1989/WyFFmpeg: 音视频相关基础实现
效果展示:
filter_switch_show1
一.着色器程序创建及切换:
着色器的编译/链接/使用基于上一篇OpenGL Texture C++ 预览Camera视频的OpenGLTextureVideoRender类进行createProgram() -> createTextures() -> draw() -> render()扩展应用,代码如下:
// Author : wangyongyao https://github.com/wangyongyao1989
// Created by MMM on 2024/9/5.
//#include "OpenglesTexureVideoRender.h"
#include "OpenGLShader.h"void
OpenglesTexureVideoRender::init(ANativeWindow *window, AAssetManager *assetManager, size_t width,size_t height) {LOGI("OpenglesTexureVideoRender init==%d, %d", width, width);m_backingWidth = width;m_backingHeight = height;
}void OpenglesTexureVideoRender::render() {
// LOGI("OpenglesTexureVideoRender render");glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glClearColor(0.0f, 0.0f, 0.0f, 1.0f);if (!updateTextures() || !useProgram()) return;glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}void OpenglesTexureVideoRender::updateFrame(const video_frame &frame) {m_sizeY = frame.width * frame.height;m_sizeU = frame.width * frame.height / 4;m_sizeV = frame.width * frame.height / 4;if (m_pDataY == nullptr || m_width != frame.width || m_height != frame.height) {m_pDataY = std::make_unique<uint8_t[]>(m_sizeY + m_sizeU + m_sizeV);m_pDataU = m_pDataY.get() + m_sizeY;m_pDataV = m_pDataU + m_sizeU;isProgramChanged = true;}m_width = frame.width;m_height = frame.height;if (m_width == frame.stride_y) {memcpy(m_pDataY.get(), frame.y, m_sizeY);} else {uint8_t *pSrcY = frame.y;uint8_t *pDstY = m_pDataY.get();for (int h = 0; h < m_height; h++) {memcpy(pDstY, pSrcY, m_width);pSrcY += frame.stride_y;pDstY += m_width;}}if (m_width / 2 == frame.stride_uv) {memcpy(m_pDataU, frame.u, m_sizeU);memcpy(m_pDataV, frame.v, m_sizeV);} else {uint8_t *pSrcU = frame.u;uint8_t *pSrcV = frame.v;uint8_t *pDstU = m_pDataU;uint8_t *pDstV = m_pDataV;for (int h = 0; h < m_height / 2; h++) {memcpy(pDstU, pSrcU, m_width / 2);memcpy(pDstV, pSrcV, m_width / 2);pDstU += m_width / 2;pDstV += m_width / 2;pSrcU += frame.stride_uv;pSrcV += frame.stride_uv;}}isDirty = true;
}void OpenglesTexureVideoRender::draw(uint8_t *buffer, size_t length, size_t width, size_t height,float rotation) {m_length = length;m_rotation = rotation;video_frame frame{};frame.width = width;frame.height = height;frame.stride_y = width;frame.stride_uv = width / 2;frame.y = buffer;frame.u = buffer + width * height;frame.v = buffer + width * height * 5 / 4;updateFrame(frame);
}void OpenglesTexureVideoRender::setParameters(uint32_t params) {m_params = params;
}uint32_t OpenglesTexureVideoRender::getParameters() {return m_params;
}bool OpenglesTexureVideoRender::createTextures() {auto widthY = (GLsizei) m_width;auto heightY = (GLsizei) m_height;glActiveTexture(GL_TEXTURE0);glGenTextures(1, &m_textureIdY);glBindTexture(GL_TEXTURE_2D, m_textureIdY);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, widthY, heightY, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,nullptr);if (!m_textureIdY) {LOGE("OpenGL Error Create Y texture");return false;}GLsizei widthU = (GLsizei) m_width / 2;GLsizei heightU = (GLsizei) m_height / 2;glActiveTexture(GL_TEXTURE1);glGenTextures(1, &m_textureIdU);glBindTexture(GL_TEXTURE_2D, m_textureIdU);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, widthU, heightU, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,nullptr);if (!m_textureIdU) {LOGE("OpenGL Error Create U texture");return false;}GLsizei widthV = (GLsizei) m_width / 2;GLsizei heightV = (GLsizei) m_height / 2;glActiveTexture(GL_TEXTURE2);glGenTextures(1, &m_textureIdV);glBindTexture(GL_TEXTURE_2D, m_textureIdV);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, widthV, heightV, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,nullptr);if (!m_textureIdV) {LOGE("OpenGL Error Create V texture");return false;}return true;
}bool OpenglesTexureVideoRender::updateTextures() {if (!m_textureIdY && !m_textureIdU && !m_textureIdV && !createTextures()) return false;LOGI("OpenglesTexureVideoRender updateTextures");if (isDirty) {glActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, m_textureIdY);glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, (GLsizei) m_width, (GLsizei) m_height, 0,GL_LUMINANCE, GL_UNSIGNED_BYTE, m_pDataY.get());glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, m_textureIdU);glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, (GLsizei) m_width / 2, (GLsizei) m_height / 2,0,GL_LUMINANCE, GL_UNSIGNED_BYTE, m_pDataU);glActiveTexture(GL_TEXTURE2);glBindTexture(GL_TEXTURE_2D, m_textureIdV);glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, (GLsizei) m_width / 2, (GLsizei) m_height / 2,0,GL_LUMINANCE, GL_UNSIGNED_BYTE, m_pDataV);isDirty = false;return true;}return false;
}int
OpenglesTexureVideoRender::createProgram() {m_program = openGlShader->createProgram();m_vertexShader = openGlShader->vertexShader;m_pixelShader = openGlShader->fraShader;LOGI("OpenglesTexureVideoRender createProgram m_program:%d", m_program);if (!m_program) {LOGE("Could not create program.");return 0;}//Get Uniform Variables Locationm_vertexPos = (GLuint) glGetAttribLocation(m_program, "position");m_textureYLoc = glGetUniformLocation(m_program, "s_textureY");m_textureULoc = glGetUniformLocation(m_program, "s_textureU");m_textureVLoc = glGetUniformLocation(m_program, "s_textureV");m_textureLoc = (GLuint) glGetAttribLocation(m_program, "texcoord");return m_program;
}GLuint OpenglesTexureVideoRender::useProgram() {if (!m_program && !createProgram()) {LOGE("Could not use program.");return 0;}if (isProgramChanged) {glUseProgram(m_program);glVertexAttribPointer(m_vertexPos, 2, GL_FLOAT, GL_FALSE, 0, kVerticek);glEnableVertexAttribArray(m_vertexPos);glUniform1i(m_textureYLoc, 0);glUniform1i(m_textureULoc, 1);glUniform1i(m_textureVLoc, 2);glVertexAttribPointer(m_textureLoc, 2, GL_FLOAT, GL_FALSE, 0, kTextureCoordk);glEnableVertexAttribArray(m_textureLoc);isProgramChanged = false;}return m_program;
}bool OpenglesTexureVideoRender::setSharderPath(const char *vertexPath, const char *fragmentPath) {openGlShader->getSharderPath(vertexPath, fragmentPath);return 0;
}bool OpenglesTexureVideoRender::setSharderStringPath(string vertexPath, string fragmentPath) {openGlShader->getSharderStringPath(vertexPath, fragmentPath);return 0;
}OpenglesTexureVideoRender::OpenglesTexureVideoRender() {openGlShader = new OpenGLShader();
}OpenglesTexureVideoRender::~OpenglesTexureVideoRender() {deleteTextures();delete_program(m_program);
}void OpenglesTexureVideoRender::delete_program(GLuint &program) {if (program) {glUseProgram(0);glDeleteProgram(program);program = 0;}
}void OpenglesTexureVideoRender::deleteTextures() {if (m_textureIdY) {glActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, 0);glDeleteTextures(1, &m_textureIdY);m_textureIdY = 0;}if (m_textureIdU) {glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, 0);glDeleteTextures(1, &m_textureIdU);m_textureIdU = 0;}if (m_textureIdV) {glActiveTexture(GL_TEXTURE2);glBindTexture(GL_TEXTURE_2D, 0);glDeleteTextures(1, &m_textureIdV);m_textureIdV = 0;}
}void OpenglesTexureVideoRender::printGLString(const char *name, GLenum s) {const char *v = (const char *) glGetString(s);LOGI("OpenGL %s = %s\n", name, v);
}void OpenglesTexureVideoRender::checkGlError(const char *op) {for (GLint error = glGetError(); error; error = glGetError()) {LOGI("after %s() glError (0x%x)\n", op, error);}
}
纹理的使用:
在Filter滤镜的片段着色中沿用着三个关于YUV的s_textureY/s_textureU/s_textureV三个uniform参数,用于创建纹理时的数据传递。
//Get Uniform Variables Locationm_vertexPos = (GLuint) glGetAttribLocation(m_program, "position");m_textureYLoc = glGetUniformLocation(m_program, "s_textureY");m_textureULoc = glGetUniformLocation(m_program, "s_textureU");m_textureVLoc = glGetUniformLocation(m_program, "s_textureV");m_textureLoc = (GLuint) glGetAttribLocation(m_program, "texcoord");
多片段着色器程序的传入:
要实现滤镜效果,会在片段着色器程序(Fragment Shader)中对YUV数据进行各种有意思的转换。这样的话必须传入多个片段着色器程序代码,以供滤镜切换时使用。
bool OpenglesTextureFilterRender::setSharderStringPathes(string vertexPath,vector<string> fragmentPathes) {m_fragmentStringPathes = fragmentPathes;m_vertexStringPath = vertexPath;return OpenglesTexureVideoRender::setSharderStringPath(vertexPath, m_fragmentStringPathes.front());
}
片段着色器的切换:
对滤镜来说关于顶点数据及纹理的顶点数据是不变的,所以在本篇中只讨论顶点程序(Vertex Shader)不变的,当然也可以同时顶点程序也可以变化实现一些动态的效果。等以后think出一些多的idea在实现动态滤镜的效果,到时再写几篇博客分享分享。
在render函数中切换片段着色器,切换时要把之前的着色器程序删除,然后再传入需要的片段着色器重新走一遍着色器的编译/链接/使用过程。
void OpenglesTextureFilterRender::render() {if (m_filter != m_prevFilter) {m_prevFilter = m_filter;if (m_filter >= 0 && m_filter < m_fragmentStringPathes.size()) {isProgramChanged = true;delete_program(m_program);setSharderStringPath(m_vertexStringPath, m_fragmentStringPathes.at(m_filter));createProgram();}}OpenglesTexureVideoRender::render();
}
二.片段着色器程序GLSL:
1.YUV数据的真实显示:
无添加任何滤镜的状态,显示Camera的真实画面:
#version 320 esprecision mediump float;in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;// https://stackoverflow.com/questions/26695253/when-switching-to-glsl-300-met-the-following-error
//The predefined variable gl_FragColor does not exist anymore in GLSL ES 3.00.
//out vec4 gl_FragColor;
out vec4 FragColor;void main() {float y, u, v, r, g, b;y = texture(s_textureY, v_texcoord).r;u = texture(s_textureU, v_texcoord).r;v = texture(s_textureV, v_texcoord).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;FragColor = vec4(r, g, b, 1.0f);
// gl_FragColor = vec4(r, g, b, 1.0);}
2.模糊处理滤镜:
#version 320 esprecision mediump float;in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;out vec4 FragColor;vec4 YuvToRgb(vec2 uv) {float y, u, v, r, g, b;y = texture(s_textureY, uv).r;u = texture(s_textureU, uv).r;v = texture(s_textureV, uv).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;return vec4(r, g, b, 1.0);}void main() {vec4 sample0, sample1, sample2, sample3;float blurStep = 0.5;float step = blurStep / 100.0f;sample0 = YuvToRgb(vec2(v_texcoord.x - step, v_texcoord.y - step));sample1 = YuvToRgb(vec2(v_texcoord.x + step, v_texcoord.y + step));sample2 = YuvToRgb(vec2(v_texcoord.x + step, v_texcoord.y - step));sample3 = YuvToRgb(vec2(v_texcoord.x - step, v_texcoord.y + step));FragColor = (sample0 + sample1 + sample2 + sample3) / 4.0;
}
3.鱼眼滤镜:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;out vec4 FragColor;//鱼眼滤镜
void main() {float aperture = 158.0;float apertureHalf = 0.5 * aperture * (PI / 180.0);float maxFactor = sin(apertureHalf);vec2 uv;vec2 xy = 2.0 * v_texcoord.xy - 1.0;float d = length(xy);if (d < (2.0 - maxFactor)) {d = length(xy * maxFactor);float z = sqrt(1.0 - d * d);float r = atan(d, z) / PI;float phi = atan(xy.y, xy.x);uv.x = r * cos(phi) + 0.5;uv.y = r * sin(phi) + 0.5;} else {uv = v_texcoord.xy;}float y, u, v, r, g, b;y = texture(s_textureY, uv).r;u = texture(s_textureU, uv).r;v = texture(s_textureV, uv).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;FragColor = vec4(r, g, b, 1.0);}
4. 旋流过滤器:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;out vec4 FragColor;//旋流过滤器
void main() {float radius = 200.0;float angle = 0.8;vec2 center = vec2(texSize.x / 2.0, texSize.y / 2.0);vec2 tc = v_texcoord * texSize;tc -= center;float dist = length(tc);if (dist < radius) {float percent = (radius - dist) / radius;float theta = percent * percent * angle * 8.0;float s = sin(theta);float c = cos(theta);tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));}tc += center;float y, u, v, r, g, b;y = texture(s_textureY, tc / texSize).r;u = texture(s_textureU, tc / texSize).r;v = texture(s_textureV, tc / texSize).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;FragColor = vec4(r, g, b, 1.0);}
5.放大镜滤光片:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;out vec4 FragColor;vec4 YuvToRgb(vec2 uv) {float y, u, v, r, g, b;y = texture(s_textureY, uv).r;u = texture(s_textureU, uv).r;v = texture(s_textureV, uv).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;return vec4(r, g, b, 1.0);}//放大镜滤光片
void main() {float circleRadius = float(0.5);float minZoom = 0.4;float maxZoom = 0.6;vec2 center = vec2(texSize.x / 2.0, texSize.y / 2.0);vec2 uv = v_texcoord;uv.x *= (texSize.x / texSize.y);vec2 realCenter = vec2(0.0, 0.0);realCenter.x = (center.x / texSize.x) * (texSize.x / texSize.y);realCenter.y = center.y / texSize.y;float maxX = realCenter.x + circleRadius;float minX = realCenter.x - circleRadius;float maxY = realCenter.y + circleRadius;float minY = realCenter.y - circleRadius;if (uv.x > minX && uv.x < maxX && uv.y > minY && uv.y < maxY) {float relX = uv.x - realCenter.x;float relY = uv.y - realCenter.y;float ang = atan(relY, relX);float dist = sqrt(relX * relX + relY * relY);if (dist <= circleRadius) {float newRad = dist * ((maxZoom * dist / circleRadius) + minZoom);float newX = realCenter.x + cos(ang) * newRad;newX *= (texSize.y / texSize.x);float newY = realCenter.y + sin(ang) * newRad;FragColor = YuvToRgb(vec2(newX, newY));} else {FragColor = YuvToRgb(v_texcoord);}} else {FragColor = YuvToRgb(v_texcoord);}}
6.利希滕斯坦过滤器
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;out vec4 FragColor;//利希滕斯坦式过滤器
void main() {float size = texSize.x / 75.0;float radius = size * 0.5;vec2 fragCoord = v_texcoord * texSize.xy;vec2 quadPos = floor(fragCoord.xy / size) * size;vec2 quad = quadPos/texSize.xy;vec2 quadCenter = (quadPos + size/2.0);float dist = length(quadCenter - fragCoord.xy);float y, u, v, r, g, b;y = texture(s_textureY, quad).r;u = texture(s_textureU, quad).r;v = texture(s_textureV, quad).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;if (dist > radius) {FragColor = vec4(0.25);} else {FragColor = vec4(r, g, b, 1.0);}}
7.三角形马赛克滤镜:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;out vec4 FragColor;vec4 YuvToRgb(vec2 uv) {float y, u, v, r, g, b;y = texture(s_textureY, uv).r;u = texture(s_textureU, uv).r;v = texture(s_textureV, uv).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;return vec4(r, g, b, 1.0);}//三角形马赛克滤镜
void main() {vec2 tileNum = vec2(40.0, 20.0);vec2 uv = v_texcoord;vec2 uv2 = floor(uv * tileNum) / tileNum;uv -= uv2;uv *= tileNum;vec3 color = YuvToRgb(uv2 + vec2(step(1.0 - uv.y, uv.x) / (2.0 * tileNum.x),step(uv.x, uv.y) / (2.0 * tileNum.y))).rgb;FragColor = vec4(color, 1.0);}
8.像素过滤器:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;out vec4 FragColor;//像素过滤器
void main() {vec2 pixelSize = vec2(texSize.x/100.0, texSize.y/100.0);vec2 uv = v_texcoord.xy;float dx = pixelSize.x*(1./texSize.x);float dy = pixelSize.y*(1./texSize.y);vec2 coord = vec2(dx*floor(uv.x/dx),dy*floor(uv.y/dy));float y, u, v, r, g, b;y = texture(s_textureY, coord).r;u = texture(s_textureU, coord).r;v = texture(s_textureV, coord).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;FragColor = vec4(r, g, b, 1.0);}
8.交叉缝合过滤器:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;out vec4 FragColor;vec4 YuvToRgb(vec2 uv) {float y, u, v, r, g, b;y = texture(s_textureY, uv).r;u = texture(s_textureU, uv).r;v = texture(s_textureV, uv).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;return vec4(r, g, b, 1.0);}vec4 CrossStitching(vec2 uv) {float stitchSize = texSize.x / 35.0;int invert = 0;vec4 color = vec4(0.0);float size = stitchSize;vec2 cPos = uv * texSize.xy;vec2 tlPos = floor(cPos / vec2(size, size));tlPos *= size;int remX = int(mod(cPos.x, size));int remY = int(mod(cPos.y, size));if (remX == 0 && remY == 0)tlPos = cPos;vec2 blPos = tlPos;blPos.y += (size - 1.0);if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y))))) {if (invert == 1)color = vec4(0.2, 0.15, 0.05, 1.0);elsecolor = YuvToRgb(tlPos * vec2(1.0 / texSize.x, 1.0 / texSize.y)) * 1.4;} else {if (invert == 1)color = YuvToRgb(tlPos * vec2(1.0 / texSize.x, 1.0 / texSize.y)) * 1.4;elsecolor = vec4(0.0, 0.0, 0.0, 1.0);}return color;}//交叉缝合过滤器
void main() {FragColor = CrossStitching(v_texcoord);}
9.Toonfiy过滤器:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;
const int kHueLevCount = 6;
const int kSatLevCount = 7;
const int kValLevCount = 4;
float hueLevels[kHueLevCount];
float satLevels[kSatLevCount];
float valLevels[kValLevCount];
float edge_thres = 0.2;
float edge_thres2 = 5.0;out vec4 FragColor;vec4 YuvToRgb(vec2 uv) {float y, u, v, r, g, b;y = texture(s_textureY, uv).r;u = texture(s_textureU, uv).r;v = texture(s_textureV, uv).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;return vec4(r, g, b, 1.0);}vec3 RGBtoHSV(float r, float g, float b) {float minv, maxv, delta;vec3 res;minv = min(min(r, g), b);maxv = max(max(r, g), b);res.z = maxv;delta = maxv - minv;if (maxv != 0.0)res.y = delta / maxv;else {res.y = 0.0;res.x = -1.0;return res;}if (r == maxv)res.x = ( g - b ) / delta;else if (g == maxv)res.x = 2.0 + ( b - r ) / delta;elseres.x = 4.0 + ( r - g ) / delta;res.x = res.x * 60.0;if(res.x < 0.0)res.x = res.x + 360.0;return res;}vec3 HSVtoRGB(float h, float s, float v ) {int i;float f, p, q, t;vec3 res;if(s == 0.0) {res.x = v;res.y = v;res.z = v;return res;}h /= 60.0;i = int(floor( h ));f = h - float(i);p = v * ( 1.0 - s );q = v * ( 1.0 - s * f );t = v * ( 1.0 - s * ( 1.0 - f ) );if (i == 0) {res.x = v;res.y = t;res.z = p;} else if (i == 1) {res.x = q;res.y = v;res.z = p;} else if (i == 2) {res.x = p;res.y = v;res.z = t;} else if (i == 3) {res.x = p;res.y = q;res.z = v;} else if (i == 4) {res.x = t;res.y = p;res.z = v;} else if (i == 5) {res.x = v;res.y = p;res.z = q;}return res;}float nearestLevel(float col, int mode) {int levCount;if (mode==0) levCount = kHueLevCount;if (mode==1) levCount = kSatLevCount;if (mode==2) levCount = kValLevCount;for (int i=0; i<levCount-1; i++ ) {if (mode==0) {if (col >= hueLevels[i] && col <= hueLevels[i+1]) {return hueLevels[i+1];}}if (mode==1) {if (col >= satLevels[i] && col <= satLevels[i+1]) {return satLevels[i+1];}}if (mode==2) {if (col >= valLevels[i] && col <= valLevels[i+1]) {return valLevels[i+1];}}}}float avgIntensity(vec4 pix) {return (pix.r + pix.g + pix.b)/3.;}vec4 getPixel(vec2 coords, float dx, float dy) {return YuvToRgb(coords + vec2(dx, dy));}float IsEdge(in vec2 coords) {float dxtex = 1.0 / float(texSize.x);float dytex = 1.0 / float(texSize.y);float pix[9];int k = -1;float delta;for (int i=-1; i<2; i++) {for(int j=-1; j<2; j++) {k++;pix[k] = avgIntensity(getPixel(coords,float(i)*dxtex, float(j)*dytex));}}delta = (abs(pix[1]-pix[7]) + abs(pix[5]-pix[3]) + abs(pix[0]-pix[8])+ abs(pix[2]-pix[6]))/4.;return clamp(edge_thres2*delta,0.0,1.0);}//Toonify过滤器
void main() {hueLevels[0] = 0.0;hueLevels[1] = 140.0;hueLevels[2] = 160.0;hueLevels[3] = 240.0;hueLevels[4] = 240.0;hueLevels[5] = 360.0;satLevels[0] = 0.0;satLevels[1] = 0.15;satLevels[2] = 0.3;satLevels[3] = 0.45;satLevels[4] = 0.6;satLevels[5] = 0.8;satLevels[6] = 1.0;valLevels[0] = 0.0;valLevels[1] = 0.3;valLevels[2] = 0.6;valLevels[3] = 1.0;vec2 uv = v_texcoord;vec3 color = YuvToRgb(uv).rgb;vec3 vHSV = RGBtoHSV(color.r, color.g, color.b);vHSV.x = nearestLevel(vHSV.x, 0);vHSV.y = nearestLevel(vHSV.y, 1);vHSV.z = nearestLevel(vHSV.z, 2);float edg = IsEdge(uv);vec3 vRGB = (edg >= edge_thres) ? vec3(0.0,0.0,0.0) : HSVtoRGB(vHSV.x,vHSV.y,vHSV.z);FragColor = vec4(vRGB.x, vRGB.y, vRGB.z, 1.0);}
10.捕食者热视觉滤镜:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;out vec4 FragColor;//捕食者热视觉滤镜
void main() {float y, u, v, r, g, b;y = texture(s_textureY, v_texcoord).r;u = texture(s_textureU, v_texcoord).r;v = texture(s_textureV, v_texcoord).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;vec3 color = vec3(r, g, b);vec2 uv = v_texcoord.xy;vec3 colors[3];colors[0] = vec3(0.,0.,1.);colors[1] = vec3(1.,1.,0.);colors[2] = vec3(1.,0.,0.);float lum = (color.r + color.g + color.b)/3.;int idx = (lum < 0.5) ? 0 : 1;vec3 rgb = mix(colors[idx],colors[idx+1],(lum-float(idx)*0.5)/0.5);FragColor = vec4(rgb, 1.0);}
11.压花过滤器:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;out vec4 FragColor;vec4 YuvToRgb(vec2 uv) {float y, u, v, r, g, b;y = texture(s_textureY, uv).r;u = texture(s_textureU, uv).r;v = texture(s_textureV, uv).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;return vec4(r, g, b, 1.0);}//压花过滤器
void main() {vec4 color;color.rgb = vec3(0.5);vec2 onePixel = vec2(1.0 / texSize.x, 1.0 / texSize.y);color -= YuvToRgb(v_texcoord - onePixel) * 5.0;color += YuvToRgb(v_texcoord + onePixel) * 5.0;color.rgb = vec3((color.r + color.g + color.b) / 3.0);FragColor = vec4(color.rgb, 1.0);}
12.边缘检测滤波器:
#version 320 esprecision mediump float;
const float PI = 3.1415926535;
in vec2 v_texcoord;uniform lowp sampler2D s_textureY;
uniform lowp sampler2D s_textureU;
uniform lowp sampler2D s_textureV;
uniform vec2 texSize;out vec4 FragColor;vec4 YuvToRgb(vec2 uv) {float y, u, v, r, g, b;y = texture(s_textureY, uv).r;u = texture(s_textureU, uv).r;v = texture(s_textureV, uv).r;u = u - 0.5;v = v - 0.5;r = y + 1.403 * v;g = y - 0.344 * u - 0.714 * v;b = y + 1.770 * u;return vec4(r, g, b, 1.0);}//边缘检测滤波器
void main() {vec2 pos = v_texcoord.xy;vec2 onePixel = vec2(1, 1) / texSize;vec4 color = vec4(0);mat3 edgeDetectionKernel = mat3(-1, -1, -1,-1, 8, -1,-1, -1, -1);for(int i = 0; i < 3; i++) {for(int j = 0; j < 3; j++) {vec2 samplePos = pos + vec2(i - 1 , j - 1) * onePixel;vec4 sampleColor = YuvToRgb(samplePos);sampleColor *= edgeDetectionKernel[i][j];color += sampleColor;}}FragColor = vec4(color.rgb, 1.0);}
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