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在 iOS 中使用 GLSL 实现马赛克等滤镜

在 iOS 中使用 GLSL 实现马赛克等滤镜

作者: 君幸食j | 来源:发表于2020-09-28 23:59 被阅读0次

接着上一篇文章《在 iOS 中使用 GLSL 实现分屏滤镜》,我们来实现马赛克等滤镜,顶点着色器代码依旧不变,在片元着色器实现我们需要的滤镜效果。

顶点着色器

attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;

void main()
{
    TextureCoordsVarying = TextureCoords;
    gl_Position = Position;
}

灰度

片元着色器

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);

void main()
{
    vec4 mask = texture2D(Texture, TextureCoordsVarying);
    float luminance = dot(mask.rgb, W);
    gl_FragColor = vec4(vec3(luminance), 1.0);
}
灰度.png

颠倒

片元着色器

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;

void main()
{
    gl_FragColor = texture2D(Texture, vec2(TextureCoordsVarying.x, 1.0 - TextureCoordsVarying.y));
}
颠倒.png

旋涡

片元着色器

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
const float PI = 3.14159265;
const float uD = 180.0;
const float uR = 0.5;

void main()
{
    ivec2 ires = ivec2(512, 512);
    float Res = float(ires.s);
    
    vec2 st = TextureCoordsVarying;
    float Radius = Res * uR;
    
    vec2 xy = st * Res;
    
    vec2 dxy = xy - vec2(Res/2.0, Res/2.0);
    float r = length(dxy);
    
    float beta = atan(dxy.y, dxy.x) + radians(uD) * 2.0 * (1.0-(r/Radius)*(r/Radius));
    
    if (r <= Radius)
    {
        xy = Res/2.0 + r * vec2(cos(beta), sin(beta));
    }
    
    st = xy/Res;

    vec3 irgb = texture2D(Texture, st).rgb;
    
    gl_FragColor = vec4(irgb, 1.0);
}
旋涡.png

马赛克

片元着色器

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
const vec2 TexSize = vec2(400.0, 400.0);
const vec2 mosaicSize = vec2(8.0, 8.0);

void main()
{
    vec2 intXY = vec2(TextureCoordsVarying.x * TexSize.x, TextureCoordsVarying.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(Texture, UVMosaic);
    
    gl_FragColor = color;
}
马赛克.png

马赛克2

片元着色器

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;

const float mosaicSize = 0.02;

void main()
{
    float length = mosaicSize;
    float TR = 0.866025;
    
    float x = TextureCoordsVarying.x;
    float y = TextureCoordsVarying.y;
    
    int wx = int(x / 1.5 / length);
    int wy = int(y / TR / length);
    vec2 v1, v2, vn;
    
    if (wx/2 * 2 == wx)
    {
        if (wy/2 * 2 == wy)
        {
            v1 = vec2(length * 1.5 * float(wx), length * TR * float(wy));
            v2 = vec2(length * 1.5 * float(wx + 1), length * TR * float(wy + 1));
        }
        else
        {
            v1 = vec2(length * 1.5 * float(wx), length * TR * float(wy + 1));
            v2 = vec2(length * 1.5 * float(wx + 1), length * TR * float(wy));
        }
    }
    else
    {
        if (wy/2 * 2 == wy)
        {
            v1 = vec2(length * 1.5 * float(wx), length * TR * float(wy + 1));
            v2 = vec2(length * 1.5 * float(wx + 1), length * TR * float(wy));
        }
        else
        {
            v1 = vec2(length * 1.5 * float(wx), length * TR * float(wy));
            v2 = vec2(length * 1.5 * float(wx + 1), length * TR * float(wy + 1));
        }
    }
    
    float s1 = sqrt(pow(v1.x - x, 2.0) + pow(v1.y - y, 2.0));
    float s2 = sqrt(pow(v2.x - x, 2.0) + pow(v2.y - y, 2.0));
    if (s1 < s2)
    {
        vn = v1;
    }
    else
    {
        vn = v2;
    }
    
    gl_FragColor = texture2D(Texture,vn);
}
马赛克2.png

马赛克3

片元着色器

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;

const float mosaicSize = 0.02;

void main()
{
    float TR = 0.866025;
    float PI6 = 0.523599;
    
    float x = TextureCoordsVarying.x;
    float y = TextureCoordsVarying.y;
    
    int wx = int(x / (1.5 * mosaicSize));
    int wy = int(y / (TR * mosaicSize));
    vec2 v1, v2, vn;
    
    if (wx / 2 * 2 == wx)
    {
        if (wy/2 * 2 == wy)
        {
            v1 = vec2(mosaicSize * 1.5 * float(wx), mosaicSize * TR * float(wy));
            v2 = vec2(mosaicSize * 1.5 * float(wx + 1), mosaicSize * TR * float(wy + 1));
        }
        else
        {
            v1 = vec2(mosaicSize * 1.5 * float(wx), mosaicSize * TR * float(wy + 1));
            v2 = vec2(mosaicSize * 1.5 * float(wx + 1), mosaicSize * TR * float(wy));
        }
    }
    else
    {
        if (wy/2 * 2 == wy)
        {
            v1 = vec2(mosaicSize * 1.5 * float(wx), mosaicSize * TR * float(wy + 1));
            v2 = vec2(mosaicSize * 1.5 * float(wx+1), mosaicSize * TR * float(wy));
        }
        else
        {
            v1 = vec2(mosaicSize * 1.5 * float(wx), mosaicSize * TR * float(wy));
            v2 = vec2(mosaicSize * 1.5 * float(wx + 1), mosaicSize * TR * float(wy+1));
        }
    }

    float s1 = sqrt(pow(v1.x - x, 2.0) + pow(v1.y - y, 2.0));
    float s2 = sqrt(pow(v2.x - x, 2.0) + pow(v2.y - y, 2.0));

    if (s1 < s2)
    {
        vn = v1;
    }
    else
    {
        vn = v2;
    }
    
    vec4 mid = texture2D(Texture, vn);
    float a = atan((x - vn.x)/(y - vn.y));

    vec2 area1 = vec2(vn.x, vn.y - mosaicSize * TR / 2.0);
    vec2 area2 = vec2(vn.x + mosaicSize / 2.0, vn.y - mosaicSize * TR / 2.0);
    vec2 area3 = vec2(vn.x + mosaicSize / 2.0, vn.y + mosaicSize * TR / 2.0);
    vec2 area4 = vec2(vn.x, vn.y + mosaicSize * TR / 2.0);
    vec2 area5 = vec2(vn.x - mosaicSize / 2.0, vn.y + mosaicSize * TR / 2.0);
    vec2 area6 = vec2(vn.x - mosaicSize / 2.0, vn.y - mosaicSize * TR / 2.0);
    

    if (a >= PI6 && a < PI6 * 3.0)
    {
        vn = area1;
    }
    else if (a >= PI6 * 3.0 && a < PI6 * 5.0)
    {
        vn = area2;
    }
    else if ((a >= PI6 * 5.0 && a <= PI6 * 6.0) || (a < -PI6 * 5.0 && a > -PI6 * 6.0))
    {
        vn = area3;
    }
    else if (a < -PI6 * 3.0 && a >= -PI6 * 5.0)
    {
        vn = area4;
    }
    else if(a <= -PI6 && a> -PI6 * 3.0)
    {
        vn = area5;
    }
    else if (a > -PI6 && a < PI6)
    {
        vn = area6;
    }
    
    gl_FragColor = texture2D(Texture, vn);
}
马赛克3.png

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