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.
GPUImageMonochromeFilter 属于 GPUImage 颜色处理相关,用来处理图片单色,shader 源码如下:
/********************************************************************************************///@Author:猿说编程//@Blog(个人博客地址): www.codersrc.com//@File:IOS – OpenGL ES 调节图像单色 GPUImageMonochromeFilter//@Time:2022/03/18 07:30//@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_IPHONENSString *const kGPUMonochromeFragmentShaderString = SHADER_STRING(precision lowp float;varying highp vec2 textureCoordinate;uniform sampler2D inputImageTexture;uniform float intensity;uniform vec3 filterColor;const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);void main(){//desat, then apply overlay blendlowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);float luminance = dot(textureColor.rgb, luminanceWeighting);lowp vec4 desat = vec4(vec3(luminance), 1.0);//overlaylowp vec4 outputColor = vec4((desat.r < 0.5 ? (2.0 * desat.r * filterColor.r) : (1.0 - 2.0 * (1.0 - desat.r) * (1.0 - filterColor.r))),(desat.g < 0.5 ? (2.0 * desat.g * filterColor.g) : (1.0 - 2.0 * (1.0 - desat.g) * (1.0 - filterColor.g))),(desat.b < 0.5 ? (2.0 * desat.b * filterColor.b) : (1.0 - 2.0 * (1.0 - desat.b) * (1.0 - filterColor.b))),1.0);//which is better, or are they equal?gl_FragColor = vec4( mix(textureColor.rgb, outputColor.rgb, intensity), textureColor.a);});#elseNSString *const kGPUMonochromeFragmentShaderString = SHADER_STRING(varying vec2 textureCoordinate;uniform sampler2D inputImageTexture;uniform float intensity;uniform vec3 filterColor;const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);void main(){//desat, then apply overlay blendvec4 textureColor = texture2D(inputImageTexture, textureCoordinate);float luminance = dot(textureColor.rgb, luminanceWeighting);vec4 desat = vec4(vec3(luminance), 1.0);//overlayvec4 outputColor = vec4((desat.r < 0.5 ? (2.0 * desat.r * filterColor.r) : (1.0 - 2.0 * (1.0 - desat.r) * (1.0 - filterColor.r))),(desat.g < 0.5 ? (2.0 * desat.g * filterColor.g) : (1.0 - 2.0 * (1.0 - desat.g) * (1.0 - filterColor.g))),(desat.b < 0.5 ? (2.0 * desat.b * filterColor.b) : (1.0 - 2.0 * (1.0 - desat.b) * (1.0 - filterColor.b))),1.0);//which is better, or are they equal?gl_FragColor = vec4( mix(textureColor.rgb, outputColor.rgb, intensity), textureColor.a);});#endif/********************************************************************************************/ //@Author:猿说编程 //@Blog(个人博客地址): www.codersrc.com //@File:IOS – OpenGL ES 调节图像单色 GPUImageMonochromeFilter //@Time:2022/03/18 07:30 //@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 kGPUMonochromeFragmentShaderString = SHADER_STRING ( precision lowp float; varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform float intensity; uniform vec3 filterColor; const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721); void main() { //desat, then apply overlay blend lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); float luminance = dot(textureColor.rgb, luminanceWeighting); lowp vec4 desat = vec4(vec3(luminance), 1.0); //overlay lowp vec4 outputColor = vec4( (desat.r < 0.5 ? (2.0 * desat.r * filterColor.r) : (1.0 - 2.0 * (1.0 - desat.r) * (1.0 - filterColor.r))), (desat.g < 0.5 ? (2.0 * desat.g * filterColor.g) : (1.0 - 2.0 * (1.0 - desat.g) * (1.0 - filterColor.g))), (desat.b < 0.5 ? (2.0 * desat.b * filterColor.b) : (1.0 - 2.0 * (1.0 - desat.b) * (1.0 - filterColor.b))), 1.0 ); //which is better, or are they equal? gl_FragColor = vec4( mix(textureColor.rgb, outputColor.rgb, intensity), textureColor.a); } ); #else NSString *const kGPUMonochromeFragmentShaderString = SHADER_STRING ( varying vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform float intensity; uniform vec3 filterColor; const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721); void main() { //desat, then apply overlay blend vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); float luminance = dot(textureColor.rgb, luminanceWeighting); vec4 desat = vec4(vec3(luminance), 1.0); //overlay vec4 outputColor = vec4( (desat.r < 0.5 ? (2.0 * desat.r * filterColor.r) : (1.0 - 2.0 * (1.0 - desat.r) * (1.0 - filterColor.r))), (desat.g < 0.5 ? (2.0 * desat.g * filterColor.g) : (1.0 - 2.0 * (1.0 - desat.g) * (1.0 - filterColor.g))), (desat.b < 0.5 ? (2.0 * desat.b * filterColor.b) : (1.0 - 2.0 * (1.0 - desat.b) * (1.0 - filterColor.b))), 1.0 ); //which is better, or are they equal? gl_FragColor = vec4( mix(textureColor.rgb, outputColor.rgb, intensity), textureColor.a); } ); #endif/********************************************************************************************/ //@Author:猿说编程 //@Blog(个人博客地址): www.codersrc.com //@File:IOS – OpenGL ES 调节图像单色 GPUImageMonochromeFilter //@Time:2022/03/18 07:30 //@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 kGPUMonochromeFragmentShaderString = SHADER_STRING ( precision lowp float; varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform float intensity; uniform vec3 filterColor; const mediump vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721); void main() { //desat, then apply overlay blend lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); float luminance = dot(textureColor.rgb, luminanceWeighting); lowp vec4 desat = vec4(vec3(luminance), 1.0); //overlay lowp vec4 outputColor = vec4( (desat.r < 0.5 ? (2.0 * desat.r * filterColor.r) : (1.0 - 2.0 * (1.0 - desat.r) * (1.0 - filterColor.r))), (desat.g < 0.5 ? (2.0 * desat.g * filterColor.g) : (1.0 - 2.0 * (1.0 - desat.g) * (1.0 - filterColor.g))), (desat.b < 0.5 ? (2.0 * desat.b * filterColor.b) : (1.0 - 2.0 * (1.0 - desat.b) * (1.0 - filterColor.b))), 1.0 ); //which is better, or are they equal? gl_FragColor = vec4( mix(textureColor.rgb, outputColor.rgb, intensity), textureColor.a); } ); #else NSString *const kGPUMonochromeFragmentShaderString = SHADER_STRING ( varying vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform float intensity; uniform vec3 filterColor; const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721); void main() { //desat, then apply overlay blend vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); float luminance = dot(textureColor.rgb, luminanceWeighting); vec4 desat = vec4(vec3(luminance), 1.0); //overlay vec4 outputColor = vec4( (desat.r < 0.5 ? (2.0 * desat.r * filterColor.r) : (1.0 - 2.0 * (1.0 - desat.r) * (1.0 - filterColor.r))), (desat.g < 0.5 ? (2.0 * desat.g * filterColor.g) : (1.0 - 2.0 * (1.0 - desat.g) * (1.0 - filterColor.g))), (desat.b < 0.5 ? (2.0 * desat.b * filterColor.b) : (1.0 - 2.0 * (1.0 - desat.b) * (1.0 - filterColor.b))), 1.0 ); //which is better, or are they equal? gl_FragColor = vec4( mix(textureColor.rgb, outputColor.rgb, intensity), textureColor.a); } ); #endif
二.效果演示
三.源码下载
下载地址:IOS – OpenGL ES 调节图像单色 GPUImageMonochromeFilter
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