iOS OpenGL ES综合动态滤镜
2020-08-24 本文已影响0人
东旭39
缩放滤镜
QQ20200823-091058-HD.gif缩放滤镜是修改纹理坐标的值
原理:
- 从客户端传入一个时间值Time到服务端,根据时间值周期性的缩放
- 通过sin函数计算振幅
顶点着色器代码,片元着色器正常输出
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
//外部传入的时间
uniform float Time;
const float PI = 3.1415926;
void main(){
//持续时间
float duration = 0.6;
//最大振幅
float maxAmplitude = 0.3;
//mod取余数
float time = mod(Time,duration);
//振幅,abs求绝对值, sin函数求振幅
float amplitude = 1.0 + maxAmplitude * abs(sin(time* (PI/duration)));
gl_Position = vec4(Position.x * amplitude, Position.y *amplitude,Position.zw);
TextureCoordsVarying = TextureCoords;
}
灵魂出窍
QQ20200823-091804-HD.gif灵魂出窍是由两层纹理叠加而成,保证一个纹理坐标不变,另个一个纹理坐标随着时间的推移,纹理坐标进行放大
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
//客户端传入的时间
uniform float Time;
void main(){
//时间周期
float duration = 0.7;
//最大透明度
float maxAlpha = 0.4;
//最大缩放比
float maxScale = 1.8;
//进度, 时间比
float progress = mod(Time,duration) / duration;
//根据进度计算透明度
float alpha = maxAlpha * (1.0-progress);
//根据进度计算放大比例
float scale = 1.0 + (maxScale -1.0) * progress;
//放大的纹理坐标
float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / scale;
float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / scale;
vec2 weakTextureCoords = vec2(weakX,weakY);
//放大纹理颜色
vec4 weakMask = texture2D(Texture,weakTextureCoords);
//正常的纹理颜色
vec4 mask = texture2D(Texture,TextureCoordsVarying);
//颜色混合
gl_FragColor = mask * (1.0 - alpha) + weakMask * alpha;
}
抖动
QQ20200823-091841-HD.gif动图可见有再原图颜色的基础上,会有左边蓝色和右边黄色,三种颜色组成。因此抖动是有三个纹理组成,蓝色纹理有一个向左的偏移量,黄色纹理有一个向右的偏移量。同时纹理有一定缩放。所以需要计算偏移量和缩放比。最后取每个纹理的不同颜色值重新组成。
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
void main(){
float duration = 0.7;
float maxScale = 1.1;
//初始偏移量
float offset = 0.02;
float progress = mod(Time,duration) /duration;
vec2 offsetCoords = vec2(offset,offset) * progress;
//缩放比
float scale = 1.0 + (maxScale - 1.0) *progress;
//缩放后的纹理坐标
vec2 ScaleTextureCoords = vec2(0.5, 0.5) + (TextureCoordsVarying - vec2(0.5, 0.5)) / scale;
vec4 maskR = texture2D(Texture, ScaleTextureCoords + offsetCoords);
vec4 maskB = texture2D(Texture, ScaleTextureCoords - offsetCoords);
vec4 mask = texture2D(Texture, ScaleTextureCoords);
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}
毛刺
QQ20200823-091914-HD.gif仔细观察动图,还是由三个纹理组,纹理的x坐标发生了不同的偏移量偏移。
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;
float rand(float n) {
return fract(sin(n) * 43758.5453123);
}
void main (void) {
float maxJitter = 0.06;
float duration = 0.3;
float colorROffset = 0.01;
float colorBOffset = -0.025;
float time = mod(Time, duration * 2.0);
float amplitude = max(sin(time * (PI / duration)), 0.0);
float jitter = rand(TextureCoordsVarying.y) * 2.0 - 1.0; // -1~1
bool needOffset = abs(jitter) < maxJitter * amplitude;
float textureX = TextureCoordsVarying.x + (needOffset ? jitter : (jitter * amplitude * 0.006));
vec2 textureCoords = vec2(textureX, TextureCoordsVarying.y);
vec4 mask = texture2D(Texture, textureCoords);
vec4 maskR = texture2D(Texture, textureCoords + vec2(colorROffset * amplitude, 0.0));
vec4 maskB = texture2D(Texture, textureCoords + vec2(colorBOffset * amplitude, 0.0));
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}