目录
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.
GPUImageChromaKeyBlendFilter属于 GPUImage 混合模式相关,用于图像色度键混合。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 GPUImageChromaKeyBlendFilter
//@Time:2022/07/16 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!
/******************************************************************************************/
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageChromaKeyBlendFragmentShaderString = SHADER_STRING
(
precision highp float;
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform float thresholdSensitivity;
uniform float smoothing;
uniform vec3 colorToReplace;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
float maskY = 0.2989 * colorToReplace.r + 0.5866 * colorToReplace.g + 0.1145 * colorToReplace.b;
float maskCr = 0.7132 * (colorToReplace.r - maskY);
float maskCb = 0.5647 * (colorToReplace.b - maskY);
float Y = 0.2989 * textureColor.r + 0.5866 * textureColor.g + 0.1145 * textureColor.b;
float Cr = 0.7132 * (textureColor.r - Y);
float Cb = 0.5647 * (textureColor.b - Y);
// float blendValue = 1.0 - smoothstep(thresholdSensitivity - smoothing, thresholdSensitivity , abs(Cr - maskCr) + abs(Cb - maskCb));
float blendValue = 1.0 - smoothstep(thresholdSensitivity, thresholdSensitivity + smoothing, distance(vec2(Cr, Cb), vec2(maskCr, maskCb)));
gl_FragColor = mix(textureColor, textureColor2, blendValue);
}
);
#else
NSString *const kGPUImageChromaKeyBlendFragmentShaderString = SHADER_STRING
(
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform float thresholdSensitivity;
uniform float smoothing;
uniform vec3 colorToReplace;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
float maskY = 0.2989 * colorToReplace.r + 0.5866 * colorToReplace.g + 0.1145 * colorToReplace.b;
float maskCr = 0.7132 * (colorToReplace.r - maskY);
float maskCb = 0.5647 * (colorToReplace.b - maskY);
float Y = 0.2989 * textureColor.r + 0.5866 * textureColor.g + 0.1145 * textureColor.b;
float Cr = 0.7132 * (textureColor.r - Y);
float Cb = 0.5647 * (textureColor.b - Y);
// float blendValue = 1.0 - smoothstep(thresholdSensitivity - smoothing, thresholdSensitivity , abs(Cr - maskCr) + abs(Cb - maskCb));
float blendValue = 1