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iOS OpenGL ES综合动态滤镜

iOS OpenGL ES综合动态滤镜

作者: 东旭39 | 来源:发表于2020-08-24 09:40 被阅读0次

    缩放滤镜

    QQ20200823-091058-HD.gif

    缩放滤镜是修改纹理坐标的值
    原理:

    1. 从客户端传入一个时间值Time到服务端,根据时间值周期性的缩放
    2. 通过sin函数计算振幅
      顶点着色器代码,片元着色器正常输出
    attribute vec4 Position;
    attribute vec2 TextureCoords;
    varying vec2 TextureCoordsVarying;
    //外部传入的时间
    uniform float Time;
    
    const float PI = 3.1415926;
    
    void main(){
        //持续时间
        float duration = 0.6;
        //最大振幅
        float maxAmplitude = 0.3;
        //mod取余数
        float time = mod(Time,duration);
        //振幅,abs求绝对值, sin函数求振幅
        float amplitude = 1.0 + maxAmplitude * abs(sin(time* (PI/duration)));
        
        gl_Position = vec4(Position.x * amplitude, Position.y *amplitude,Position.zw);
        TextureCoordsVarying = TextureCoords;
    }
    
    

    灵魂出窍

    QQ20200823-091804-HD.gif

    灵魂出窍是由两层纹理叠加而成,保证一个纹理坐标不变,另个一个纹理坐标随着时间的推移,纹理坐标进行放大

    precision highp float;
    uniform sampler2D Texture;
    varying vec2 TextureCoordsVarying;
    //客户端传入的时间
    uniform float Time;
    
    void main(){
        //时间周期
        float duration = 0.7;
        //最大透明度
        float maxAlpha = 0.4;
        //最大缩放比
        float maxScale = 1.8;
        //进度, 时间比
        float progress = mod(Time,duration) / duration;
        //根据进度计算透明度
        float alpha = maxAlpha * (1.0-progress);
        //根据进度计算放大比例
        float scale = 1.0 + (maxScale -1.0) * progress;
        
        //放大的纹理坐标
        float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / scale;
        float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / scale;
        
        vec2 weakTextureCoords = vec2(weakX,weakY);
        
        //放大纹理颜色
        vec4 weakMask = texture2D(Texture,weakTextureCoords);
        //正常的纹理颜色
        vec4 mask = texture2D(Texture,TextureCoordsVarying);
        //颜色混合
        gl_FragColor =  mask * (1.0 - alpha) + weakMask * alpha;
    }
    
    

    抖动

    QQ20200823-091841-HD.gif

    动图可见有再原图颜色的基础上,会有左边蓝色和右边黄色,三种颜色组成。因此抖动是有三个纹理组成,蓝色纹理有一个向左的偏移量,黄色纹理有一个向右的偏移量。同时纹理有一定缩放。所以需要计算偏移量和缩放比。最后取每个纹理的不同颜色值重新组成。

    precision highp float;
    
    uniform sampler2D Texture;
    varying vec2 TextureCoordsVarying;
    
    uniform float Time;
    
    
    void main(){
        float duration = 0.7;
        float maxScale = 1.1;
        //初始偏移量
        float offset = 0.02;
        
        float progress = mod(Time,duration) /duration;
        vec2 offsetCoords = vec2(offset,offset) * progress;
        //缩放比
        float scale = 1.0 + (maxScale - 1.0) *progress;
        //缩放后的纹理坐标
        vec2 ScaleTextureCoords = vec2(0.5, 0.5) + (TextureCoordsVarying - vec2(0.5, 0.5)) / scale;
        
        vec4 maskR = texture2D(Texture, ScaleTextureCoords + offsetCoords);
        vec4 maskB = texture2D(Texture, ScaleTextureCoords - offsetCoords);
        vec4 mask = texture2D(Texture, ScaleTextureCoords);
        
        gl_FragColor =  vec4(maskR.r, mask.g, maskB.b, mask.a);
    }
    
    

    毛刺

    QQ20200823-091914-HD.gif

    仔细观察动图,还是由三个纹理组,纹理的x坐标发生了不同的偏移量偏移。

    precision highp float;
    
    uniform sampler2D Texture;
    varying vec2 TextureCoordsVarying;
    
    uniform float Time;
    const float PI = 3.1415926;
    
    float rand(float n) {
        return fract(sin(n) * 43758.5453123);
    }
    
    void main (void) {
        float maxJitter = 0.06;
        float duration = 0.3;
        float colorROffset = 0.01;
        float colorBOffset = -0.025;
        
        float time = mod(Time, duration * 2.0);
        float amplitude = max(sin(time * (PI / duration)), 0.0);
        
        float jitter = rand(TextureCoordsVarying.y) * 2.0 - 1.0; // -1~1
        bool needOffset = abs(jitter) < maxJitter * amplitude;
        
        float textureX = TextureCoordsVarying.x + (needOffset ? jitter : (jitter * amplitude * 0.006));
        vec2 textureCoords = vec2(textureX, TextureCoordsVarying.y);
        
        vec4 mask = texture2D(Texture, textureCoords);
        vec4 maskR = texture2D(Texture, textureCoords + vec2(colorROffset * amplitude, 0.0));
        vec4 maskB = texture2D(Texture, textureCoords + vec2(colorBOffset * amplitude, 0.0));
        
        gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
    }
    
    

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