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.
GPUImageThresholdEdgeDetectionFilter 属于 GPUImage 图像视觉效果相关,用于图像阈值边缘检测。shader 源码如下:
/******************************************************************************************///@Author:猿说编程//@Blog(个人博客地址): www.codersrc.com//@File:IOS – OpenGL ES GPUImage GPUImageThresholdEdgeDetectionFilter//@Time:2022/06/26 06:30//@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!/******************************************************************************************/// Invert the colorspace for a sketch#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONENSString *const kGPUImageThresholdEdgeDetectionFragmentShaderString = 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 lowp float threshold;uniform float edgeStrength;void main(){// 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 centerIntensity = texture2D(inputImageTexture, textureCoordinate).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 h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + leftIntensity + 2.0 * centerIntensity + rightIntensity;// float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomIntensity + 2.0 * centerIntensity + topIntensity;float h = (centerIntensity - topIntensity) + (bottomIntensity - centerIntensity);float v = (centerIntensity - leftIntensity) + (rightIntensity - centerIntensity);// float h = (centerIntensity - topIntensity);// float j = (topIntensity - centerIntensity);// h = max(h,j);// j = abs(h);// float v = (centerIntensity - leftIntensity);float mag = length(vec2(h, v)) * edgeStrength;mag = step(threshold, mag);// float mag = abs(h);// gl_FragColor = vec4(h, h, h, 1.0);// gl_FragColor = vec4(texture2D(inputImageTexture, textureCoordinate));// gl_FragColor = vec4(h, centerIntensity, j, 1.0);gl_FragColor = vec4(mag, mag, mag, 1.0);});#elseNSString *const kGPUImageThresholdEdgeDetectionFragmentShaderString = 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 threshold;uniform float edgeStrength;void main(){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;h = max(0.0, h);float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;v = max(0.0, v);float mag = length(vec2(h, v)) * edgeStrength;mag = step(threshold, mag);gl_FragColor = vec4(vec3(mag), 1.0);});#endif/******************************************************************************************/ //@Author:猿说编程 //@Blog(个人博客地址): www.codersrc.com //@File:IOS – OpenGL ES GPUImage GPUImageThresholdEdgeDetectionFilter //@Time:2022/06/26 06:30 //@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! /******************************************************************************************/ // Invert the colorspace for a sketch #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE NSString *const kGPUImageThresholdEdgeDetectionFragmentShaderString = 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 lowp float threshold; uniform float edgeStrength; void main() { // 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 centerIntensity = texture2D(inputImageTexture, textureCoordinate).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 h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + leftIntensity + 2.0 * centerIntensity + rightIntensity; // float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomIntensity + 2.0 * centerIntensity + topIntensity; float h = (centerIntensity - topIntensity) + (bottomIntensity - centerIntensity); float v = (centerIntensity - leftIntensity) + (rightIntensity - centerIntensity); // float h = (centerIntensity - topIntensity); // float j = (topIntensity - centerIntensity); // h = max(h,j); // j = abs(h); // float v = (centerIntensity - leftIntensity); float mag = length(vec2(h, v)) * edgeStrength; mag = step(threshold, mag); // float mag = abs(h); // gl_FragColor = vec4(h, h, h, 1.0); // gl_FragColor = vec4(texture2D(inputImageTexture, textureCoordinate)); // gl_FragColor = vec4(h, centerIntensity, j, 1.0); gl_FragColor = vec4(mag, mag, mag, 1.0); } ); #else NSString *const kGPUImageThresholdEdgeDetectionFragmentShaderString = 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 threshold; uniform float edgeStrength; void main() { 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; h = max(0.0, h); float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity; v = max(0.0, v); float mag = length(vec2(h, v)) * edgeStrength; mag = step(threshold, mag); gl_FragColor = vec4(vec3(mag), 1.0); } ); #endif/******************************************************************************************/ //@Author:猿说编程 //@Blog(个人博客地址): www.codersrc.com //@File:IOS – OpenGL ES GPUImage GPUImageThresholdEdgeDetectionFilter //@Time:2022/06/26 06:30 //@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! /******************************************************************************************/ // Invert the colorspace for a sketch #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE NSString *const kGPUImageThresholdEdgeDetectionFragmentShaderString = 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 lowp float threshold; uniform float edgeStrength; void main() { // 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 centerIntensity = texture2D(inputImageTexture, textureCoordinate).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 h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + leftIntensity + 2.0 * centerIntensity + rightIntensity; // float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomIntensity + 2.0 * centerIntensity + topIntensity; float h = (centerIntensity - topIntensity) + (bottomIntensity - centerIntensity); float v = (centerIntensity - leftIntensity) + (rightIntensity - centerIntensity); // float h = (centerIntensity - topIntensity); // float j = (topIntensity - centerIntensity); // h = max(h,j); // j = abs(h); // float v = (centerIntensity - leftIntensity); float mag = length(vec2(h, v)) * edgeStrength; mag = step(threshold, mag); // float mag = abs(h); // gl_FragColor = vec4(h, h, h, 1.0); // gl_FragColor = vec4(texture2D(inputImageTexture, textureCoordinate)); // gl_FragColor = vec4(h, centerIntensity, j, 1.0); gl_FragColor = vec4(mag, mag, mag, 1.0); } ); #else NSString *const kGPUImageThresholdEdgeDetectionFragmentShaderString = 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 threshold; uniform float edgeStrength; void main() { 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; h = max(0.0, h); float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity; v = max(0.0, v); float mag = length(vec2(h, v)) * edgeStrength; mag = step(threshold, mag); gl_FragColor = vec4(vec3(mag), 1.0); } ); #endif
二.效果演示
使用 GPUImageThresholdEdgeDetectionFilter ,原图如下:
![图片[1]-IOS OpenGL ES GPUImage 图像阈值边缘检测GPUImageThresholdEdgeDetectionFilter-猿说编程](https://www.codersrc.com/wp-content/uploads/2022/06/c81e728d9d4c2f6-2-576x1024.jpeg)
使用 GPUImageThresholdEdgeDetectionFilter 效果如下:
![图片[2]-IOS OpenGL ES GPUImage 图像阈值边缘检测GPUImageThresholdEdgeDetectionFilter-猿说编程](https://www.codersrc.com/wp-content/uploads/2022/07/78805a221a988e7.png)
三.源码下载
OpenGL ES Demo 下载地址 : IOS OpenGL ES GPUImage 图像阈值边缘检测GPUImageThresholdEdgeDetectionFilter
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