OpenGL ES(九)-自定义滤镜(分屏滤镜)
2019-06-27 本文已影响0人
king_jensen
分屏滤镜(2)
WechatIMG6.jpeg顶点着色器源码:
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
void main (void) {
gl_Position = Position;
TextureCoordsVarying = TextureCoords;
}
片元着色器源码:
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) {
y = uv.y + 0.25;
} else {
y = uv.y - 0.25;
}
gl_FragColor = texture2D(Texture, vec2(uv.x, y));
}
分屏滤镜(3)
WechatIMG7.jpeg顶点着色器不变
片元着色器源码:
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);
}
分屏滤镜(4)
WechatIMG8.jpeg顶点着色器不变
片元着色器源码:
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);
}
分屏滤镜(9)
WechatIMG9.jpeg顶点着色器不变
片元着色器源码:
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);
}
总结:分屏滤镜实际上是对纹理重新映射。