OpenGL ES 如何实现分屏滤镜效果

2020-08-12  本文已影响0人  HardCabbage

要想实现分屏滤镜效果,首先我们需要知道如何使用OpenGL ES GLSL加载一张图片,然后在片元控制器中处理加载纹理的坐标,最终实现分屏效果。

分屏效果图
一、首先我们需要加载一张图片,在上一篇文章中有具体描述OpenGL ES --使用GLSL语言加载一张图
二、我们需要创建两个文件Normal.vsh顶点着色器文件和Normal.fsh片元着色器文件,根据OpenGL ES --使用GLSL语言加载一张图设置基本的顶点着色器代码和片元着色器的代码。注意:分屏效果我们只需要设置纹理坐标,所以我们仅仅在片元着色器中修改
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;

void main (void) {

    vec2 uv = TextureCoordsVarying.xy;
    float y;
    
    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));
}

y < 1.0/3.0时,我们将小于1/3部分的纹理颜色值采用y+1/3处的纹理坐标的颜色值;
y > 2.0/3.0时,我们将大于2/3部分的纹理颜色值采用y-1/3的纹理坐标颜色值;
y>1/3 && y<2/3,我们采用当前范围的纹理坐标下的颜色值即可。

三分屏效果图
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;

void main (void) {

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

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

void main (void) {

   vec2 uv = TextureCoordsVarying.xy;
   float y;
   float x;
  if (uv.y >=0.0 && uv.y <= 0.5) {
      y = uv.y * 2.0;
     }else{
         y=(uv.y - 0.5)* 2.0;
     }
   
    if (uv.x >=0.0 && uv.x <= 0.5) {
        x = uv.x * 2.0;
     }else{
         x=(uv.x - 0.5) * 2.0;
     }
      
   gl_FragColor = texture2D(Texture, vec2(x,y));
}


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

void main (void) {
    
    vec2 uv = TextureCoordsVarying.xy;
    float y;
    float x;
    if (uv.y <= 1.0/3.0) {
        y = uv.y * 3.0;
    } else if (uv.y < 2.0/3.0){
        y = (uv.y - 1.0/3.0) * 3.0;
    }else{
        y = (uv.y - 2.0/3.0) * 3.0;
    }
    
    if (uv.x >=0.0 && uv.x <= 0.5) {
        x = uv.x * 2.0;
    }else{
        x=(uv.x - 1.0/2.0)*2.0;
    }
    
    
    gl_FragColor = texture2D(Texture, vec2(x,y));
}
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;

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