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一.简介二.效果演示三.源码下载四.猜你喜欢 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…目录
一.简介二.效果演示三.源码下载四.猜你喜欢 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 一.简介
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. **GPUImageToonFilter 属于 GPUImage 图像处理相关用来图像卡通效果黑色粗线描边**shader 源码如下
******************************************************************************************/
//Author:猿说编程
//Blog(个人博客地址): www.codersrc.com
//File:IOS – OpenGL ES 卡通效果黑色粗线描边 GPUImageToonFilter
//Time:2022/05/14 10:30
//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
/******************************************************************************************/#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageToonFragmentShaderString SHADER_STRING
(precision highp float;varying vec2 textureCoordinate;varying vec2 leftTextureCoordinate;varying vec2 rightTextureCoordinate;varying vec2 topTextureCoordinate;varying vec2 topLeftTextureCoordinate;varying vec2 topRightTextureCoordinate;varying vec2 bottomTextureCoordinate;varying vec2 bottomLeftTextureCoordinate;varying vec2 bottomRightTextureCoordinate;uniform sampler2D inputImageTexture;uniform highp float intensity;uniform highp float threshold;uniform highp float quantizationLevels;const highp vec3 W vec3(0.2125, 0.7154, 0.0721);void main(){vec4 textureColor texture2D(inputImageTexture, textureCoordinate);float bottomLeftIntensity texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;float topRightIntensity texture2D(inputImageTexture, topRightTextureCoordinate).r;float topLeftIntensity texture2D(inputImageTexture, topLeftTextureCoordinate).r;float bottomRightIntensity texture2D(inputImageTexture, bottomRightTextureCoordinate).r;float leftIntensity texture2D(inputImageTexture, leftTextureCoordinate).r;float rightIntensity texture2D(inputImageTexture, rightTextureCoordinate).r;float bottomIntensity texture2D(inputImageTexture, bottomTextureCoordinate).r;float topIntensity texture2D(inputImageTexture, topTextureCoordinate).r;float h -topLeftIntensity - 2.0 * topIntensity - topRightIntensity bottomLeftIntensity 2.0 * bottomIntensity bottomRightIntensity;float v -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity bottomRightIntensity 2.0 * rightIntensity topRightIntensity;float mag length(vec2(h, v));vec3 posterizedImageColor floor((textureColor.rgb * quantizationLevels) 0.5) / quantizationLevels;float thresholdTest 1.0 - step(threshold, mag);gl_FragColor vec4(posterizedImageColor * thresholdTest, textureColor.a);}
);
#else
NSString *const kGPUImageToonFragmentShaderString SHADER_STRING
(varying vec2 textureCoordinate;varying vec2 leftTextureCoordinate;varying vec2 rightTextureCoordinate;varying vec2 topTextureCoordinate;varying vec2 topLeftTextureCoordinate;varying vec2 topRightTextureCoordinate;varying vec2 bottomTextureCoordinate;varying vec2 bottomLeftTextureCoordinate;varying vec2 bottomRightTextureCoordinate;uniform sampler2D inputImageTexture;uniform float intensity;uniform float threshold;uniform float quantizationLevels;const vec3 W vec3(0.2125, 0.7154, 0.0721);void main(){vec4 textureColor texture2D(inputImageTexture, textureCoordinate);float bottomLeftIntensity texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;float topRightIntensity texture2D(inputImageTexture, topRightTextureCoordinate).r;float topLeftIntensity texture2D(inputImageTexture, topLeftTextureCoordinate).r;float bottomRightIntensity texture2D(inputImageTexture, bottomRightTextureCoordinate).r;float leftIntensity texture2D(inputImageTexture, leftTextureCoordinate).r;float rightIntensity texture2D(inputImageTexture, rightTextureCoordinate).r;float bottomIntensity texture2D(inputImageTexture, bottomTextureCoordinate).r;float topIntensity texture2D(inputImageTexture, topTextureCoordinate).r;float h -topLeftIntensity - 2.0 * topIntensity - topRightIntensity bottomLeftIntensity 2.0 * bottomIntensity bottomRightIntensity;float v -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity bottomRightIntensity 2.0 * rightIntensity topRightIntensity;float mag length(vec2(h, v));vec3 posterizedImageColor floor((textureColor.rgb * quantizationLevels) 0.5) / quantizationLevels;float thresholdTest 1.0 - step(threshold, mag);gl_FragColor vec4(posterizedImageColor * thresholdTest, textureColor.a);}
);
#endif二.效果演示
使用 GPUImageToonFilter 用来图像卡通效果黑色粗线描边****原图 **GPUImageToonFilter** 用来图像卡通效果黑色粗线描边**效果图** 三.源码下载
OpenGL ES Demo 下载地址 : IOS – OpenGL ES 设置图像卡通效果黑色粗线描边 GPUImageToonFilter 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 设置图像锐化 GPUImageSharpenFilterIOS – OpenGL ES 绘制十字 GPUImageCrosshairGeneratorIOS – OpenGL ES 绘制线条 GPUImageLineGeneratorIOS – OpenGL ES 设置图像黑白燥点 GPUImageLocalBinaryPatternFilterIOS – OpenGL ES 设置图像卡通效果黑色粗线描边 GPUImageToonFilter