分屏滤镜

2020-08-11  本文已影响0人  E术家

vertShader

attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;

void main (void) {
    gl_Position = Position;
    TextureCoordsVarying = TextureCoords;
}

fragShader

2分屏

precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;

void main() {
    vec2 uv = TextureCoordsVarying.xy;
    float y;
//    if (uv.y >= 0.0 && uv.y <= 0.5) {
//        uv.y = uv.y + 0.25;
//    } else {
//        uv.y = uv.y - 0.25;
//    }
//     gl_FragColor = texture2D(Texture, uv);

    if (uv.y >= 0.0 && uv.y <= 0.5) {
        y = uv.y + 0.25;
    } else {
        y = uv.y - 0.25;
    }
    gl_FragColor = texture2D(Texture, vec2(uv.x, y));
}

3分屏

precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;

void main() {
    vec2 uv = TextureCoordsVarying.xy;
    if (uv.y < 1.0/3.0) {
        uv.y = uv.y + 1.0/3.0;
    } else if (uv.y > 2.0/3.0){
        uv.y = uv.y - 1.0/3.0;
    }
    gl_FragColor = texture2D(Texture, uv);
}

4分屏

precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;

void main() {
    vec2 uv = TextureCoordsVarying.xy;
    if(uv.x <= 0.5){
        uv.x = uv.x * 2.0;
    }else{
        uv.x = (uv.x - 0.5) * 2.0;
    }
    
    if (uv.y<= 0.5) {
        uv.y = uv.y * 2.0;
    }else{
        uv.y = (uv.y - 0.5) * 2.0;
    }
    
    gl_FragColor = texture2D(Texture, uv);
}

6分屏

precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;

void main() {
    vec2 uv = TextureCoordsVarying.xy;
   
    if(uv.x <= 1.0 / 3.0){
        uv.x = uv.x + 1.0/3.0;
    }else if(uv.x >= 2.0/3.0){
        uv.x = uv.x - 1.0/3.0;
    }
    
    if(uv.y <= 0.5){
        uv.y = uv.y + 0.25;
    }else {
        uv.y = uv.y - 0.25;
    }
    
    gl_FragColor = texture2D(Texture, uv);
}

9分屏

precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;

void main() {
    vec2 uv = TextureCoordsVarying.xy;
    if (uv.x < 1.0 / 3.0) {
        uv.x = uv.x * 3.0;
    } else if (uv.x < 2.0 / 3.0) {
        uv.x = (uv.x - 1.0 / 3.0) * 3.0;
    } else {
        uv.x = (uv.x - 2.0 / 3.0) * 3.0;
    }
    if (uv.y <= 1.0 / 3.0) {
        uv.y = uv.y * 3.0;
    } else if (uv.y < 2.0 / 3.0) {
        uv.y = (uv.y - 1.0 / 3.0) * 3.0;
    } else {
        uv.y = (uv.y - 2.0 / 3.0) * 3.0;
    }
    gl_FragColor = texture2D(Texture, uv);
}

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