1.原图
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
void main () {
gl_FragColor = texture2D(colorMap, varingCoord);
}
取出原始颜色
2.灰度-加权平均值法
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main () {
highp vec4 textureColor = texture2D(colorMap, varingCoord);
float luminance = dot(textureColor.rgb, W);
gl_FragColor = vec4(vec3(luminance), textureColor.a);
}
对颜色做处理,rgb分别乘以W
3.颠倒
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
void main () {
vec4 color = texture2D(colorMap, vec2(varingCoord.x, 1.0 - varingCoord.y));
gl_FragColor = color;
}
对坐标做处理
4.旋涡
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
const float uD = 80.0;
const float uR = 0.5;
const float PI = 3.14159265;
void main () {
ivec2 ires = ivec2(512, 512);
float Res = float(ires.s);
vec2 st = varingCoord;
float Radius = Res * uR;
vec2 xy = Res * st;
vec2 dxy = xy - vec2(Res/2., Res/2.);
float r = length(dxy);
float beta = atan(dxy.y, dxy.x) + radians(uD) * 2.0 * (-(r/Radius)*(r/Radius) + 1.0);//(1.0 - r/Radius);
vec2 xy1 = xy;
if(r<=Radius)
{
xy1 = Res/2. + r*vec2(cos(beta), sin(beta));
}
st = xy1/Res;
vec3 irgb = texture2D(colorMap, st).rgb;
gl_FragColor = vec4( irgb, 1.0 );
}
5.方形马赛克
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
const vec2 TexSize = vec2(400.0, 400.0);
const vec2 mosaicSize = vec2(8.0, 8.0);
void main () {
vec2 intXY = vec2(varingCoord.x*TexSize.x, varingCoord.y*TexSize.y);
vec2 XYMosaic = vec2(floor(intXY.x/mosaicSize.x)*mosaicSize.x, floor(intXY.y/mosaicSize.y)*mosaicSize.y);
vec2 UVMosaic = vec2(XYMosaic.x/TexSize.x, XYMosaic.y/TexSize.y);
vec4 color = texture2D(colorMap, UVMosaic);
gl_FragColor = color;
}
6.浮雕
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
const vec2 TexSize = vec2(100.0, 100.0);
const vec4 bkColor = vec4(0.5, 0.5, 0.5, 1.0);
void main () {
vec2 tex = varingCoord;
vec2 upLeftUV = vec2(tex.x-1.0/TexSize.x, tex.y-1.0/TexSize.y);
vec4 curColor = texture2D(colorMap, varingCoord);
vec4 upLeftColor = texture2D(colorMap, upLeftUV);
vec4 delColor = curColor - upLeftColor;
float luminance = dot(delColor.rgb, W);
gl_FragColor = vec4(vec3(luminance), 0.0) + bkColor;
}
7.四分屏幕
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
void main () {
vec2 uv = varingCoord;
if (uv.x <= 0.5) {
uv.x = uv.x * 2.0;
} else {
uv.x = (uv.x - 0.5) * 2.0;
}
if (uv.y <= 0.5) {
uv.y = uv.y * 2.0;
} else {
uv.y = (uv.y - 0.5) * 2.0;
}
gl_FragColor = texture2D(colorMap, fract(uv));
}
8. 6分屏
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
void main () {
vec2 uv = varingCoord;
if (uv.x <= 1.0/3.0) {
uv.x = uv.x * 3.0;
} else {
uv.x = (uv.x - 1.0/3.0) * 3.0;
}
if (uv.y <= 0.5) {
uv.y = uv.y * 2.0;
} else {
uv.y = (uv.y - 0.5) * 2.0;
}
gl_FragColor = texture2D(colorMap, fract(uv));
}
9. 9分屏
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
void main () {
vec2 uv = varingCoord;
if (uv.x <= 1.0/3.0) {
uv.x = uv.x * 3.0;
} else {
uv.x = (uv.x - 1.0/3.0) * 3.0;
}
if (uv.y <= 1.0/3.0) {
uv.y = uv.y * 3.0;
} else {
uv.y = (uv.y - 1.0/3.0) * 3.0;
}
gl_FragColor = texture2D(colorMap, fract(uv));
}
n分屏以此类推
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
float n = 4.0;
void main () {
vec2 uv = varingCoord;
if (uv.x <= 1.0/n) {
uv.x = uv.x * n;
} else {
uv.x = (uv.x - 1.0/n) * n;
}
if (uv.y <= 1.0/n) {
uv.y = uv.y * n;
} else {
uv.y = (uv.y - 1.0/n) * n;
}
gl_FragColor = texture2D(colorMap, fract(uv));
}
10.老照片
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
void main () {
vec3 col = texture2D(colorMap, varingCoord).rgb;
gl_FragColor.r = 0.393*col.r+0.769*col.g+0.189*col.b;
gl_FragColor.g = 0.349*col.r+0.686*col.g+0.168*col.b;
gl_FragColor.b = 0.272*col.r+0.534*col.g+0.131*col.b;
gl_FragColor.a = 1.0;
}
11.冰冻
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
void main () {
vec3 col = texture2D(colorMap,varingCoord).rgb;
gl_FragColor.r = abs(col.r-col.g-col.b)*3.0/2.0;
gl_FragColor.g = abs(col.g-col.b-col.r)*3.0/2.0;
gl_FragColor.b = abs(col.b-col.r-col.g)*3.0/2.0;
gl_FragColor.a = 1.0;
}
12.熔铸
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
void main () {
vec3 col = texture2D(colorMap,varingCoord).rgb;
gl_FragColor.r = col.r*0.5/(col.g+col.b);
gl_FragColor.g = col.g*0.5/(col.r+col.b);
gl_FragColor.b = col.b*0.5/(col.r+col.g);
gl_FragColor.a = 1.0;
}
13.暗调
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
void main () {
vec3 col = texture2D(colorMap,varingCoord).rgb;
gl_FragColor.r = col.r*col.r;
gl_FragColor.g = col.g*col.g;
gl_FragColor.b = col.b*col.b;
gl_FragColor.a = 1.0;
}
14.饱和度 -->GPUImageSaturationFilter
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
float saturation = 2.0;
// Values from "Graphics Shaders: Theory and Practice" by Bailey and Cunningham
const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
lowp vec4 textureColor = texture2D(colorMap, varingCoord);
lowp float luminance = dot(textureColor.rgb, luminanceWeighting);
lowp vec3 greyScaleColor = vec3(luminance);
gl_FragColor = vec4(mix(greyScaleColor, textureColor.rgb, saturation), textureColor.w);
}
15.亮度 GPUImageBrightnessFilter
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
const float brightness = 0.5;
void main() {
lowp vec4 textureColor = texture2D(colorMap, varingCoord);
gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w);
}
16.对比度 GPUImageContrastFilter
precision highp float;
varying lowp vec2 varingCoord;
uniform sampler2D colorMap;
const float contrast = 0.5;
void main() {
vec4 textureColor = texture2D(colorMap, varingCoord);
gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w);
}
17.饱和度
varying lowp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float saturation;
const lowp vec3 warmFilter = vec3(0.93, 0.54, 0.0);
const mediump mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.212, -0.523, 0.311);
const mediump mat3 YIQtoRGB = mat3(1.0, 0.956, 0.621, 1.0, -0.272, -0.647, 1.0, -1.105, 1.702);
const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
lowp vec4 source = texture2D(inputImageTexture, textureCoordinate);
lowp float luminance = dot(source.rgb, luminanceWeighting);
lowp vec3 greyScaleColor = vec3(luminance);
gl_FragColor = vec4(mix(greyScaleColor, source.rgb, saturation), source.w);
}
18.色温
varying lowp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float temperature;
const lowp vec3 warmFilter = vec3(0.93, 0.54, 0.0);
const mediump mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.596, -0.274, -0.322, 0.212, -0.523, 0.311);
const mediump mat3 YIQtoRGB = mat3(1.0, 0.956, 0.621, 1.0, -0.272, -0.647, 1.0, -1.105, 1.702);
const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
lowp vec4 source = texture2D(inputImageTexture, textureCoordinate);
mediump vec3 yiq = RGBtoYIQ * source.rgb;
yiq.b = clamp(yiq.b, -0.5226, 0.5226);
lowp vec3 rgb = YIQtoRGB * yiq;
lowp vec3 processed = vec3(
(rgb.r < 0.5 ? (2.0 * rgb.r * warmFilter.r) : (1.0 - 2.0 * (1.0 - rgb.r) * (1.0 - warmFilter.r))), (rgb.g < 0.5 ? (2.0 * rgb.g * warmFilter.g) : (1.0 - 2.0 * (1.0 - rgb.g) * (1.0 - warmFilter.g))),
(rgb.b < 0.5 ? (2.0 * rgb.b * warmFilter.b) : (1.0 - 2.0 * (1.0 - rgb.b) * (1.0 - warmFilter.b))));
gl_FragColor = vec4(mix(rgb, processed, temperature), source.a);
}
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