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  • GLSL实现Image Filter 【转】

    http://blog.csdn.net/a3070173/archive/2008/11/27/3390477.aspx

    1. 图像过滤无论是在作图工具还是特效的实现上都时有运用,这里发一些通常会使用到的图像
    2. 过滤着色器供有需要的朋友参考.
    3. 备注:这里列出的都是片元着色器,顶点着色器都是一样地简单变换顶点和传递纹理坐标.
    4. 高斯过滤 - 常用于进行图像模糊
    5. 横向过滤:
    6. const int g_iWeightNumber = 17;
    7.                                     
    8. uniform sampler2D g_FilterTexture;  // 被过滤纹理
    9. uniform float g_aryWeight[g_iWeightNumber]; // Blur权重数组
    10. uniform vec2 g_aryVerticalOffset[g_iWeightNumber];  // 横向Blur偏移数组
    11. void main()
    12. {
    13.     vec4 vec4Sum = vec4(0.0);
    14.     for(int i = 0; i < g_iWeightNumber; ++i)
    15.     {
    16.         vec4Sum += texture2D(g_FilterTexture, gl_TexCoord[0].st + g_aryVerticalOffset[i])*g_aryWeight[i];
    17.     }
    18.         
    19.     gl_FragColor = vec4Sum;
    20. }
    21. 纵向过滤:
    22. const int g_iWeightNumber = 17;
    23.                                     
    24. uniform sampler2D g_FilterTexture;  // 被过滤纹理
    25. uniform float g_aryWeight[g_iWeightNumber]; // Blur权重数组
    26. uniform vec2 g_aryHorizontalOffset[g_iWeightNumber];    // 横向Blur偏移数组
    27. void main()
    28. {
    29.     vec4 vec4Sum = vec4(0.0);
    30.     for(int i = 0; i < g_iWeightNumber; ++i)
    31.     {
    32.         vec4Sum += texture2D(g_FilterTexture, gl_TexCoord[0].st + g_aryHorizontalOffset[i])*g_aryWeight[i];
    33.     }
    34.         
    35.     gl_FragColor = vec4Sum;
    36. }
    37. Mean过滤 - 用于纹理抗锯齿
    38. // Mean kernel
    39. // 1 1 1
    40. // 1 1 1
    41. // 1 1 1    
    42. const int g_iWeightNumber = 9;
    43.                                     
    44. uniform sampler2D g_FilterTexture;  // 被过滤纹理
    45. uniform float g_aryWeight[g_iWeightNumber]; // Blur权重数组
    46. uniform vec2 g_aryOffset[g_iWeightNumber];  // 横向Blur偏移数组
    47. void main()
    48. {
    49.     vec4 vec4Sum = vec4(0.0);
    50.     if (gl_TexCoord[0].s < 0.495)
    51.     {
    52.         for(int i = 0; i < g_iWeightNumber; ++i)
    53.         {
    54.             vec4Sum += texture2D(g_FilterTexture, gl_TexCoord[0].st + g_aryOffset[i])*g_aryWeight[i];
    55.         }
    56.     }
    57.     else if (gl_TexCoord[0].s > 0.505)
    58.     {
    59.         vec4Sum = texture2D(g_FilterTexture, gl_TexCoord[0].st);
    60.     }
    61.     else
    62.     {
    63.         vec4Sum = vec4(1.0, 0.0, 0.0, 1.0);
    64.     }
    65.     gl_FragColor = vec4Sum;
    66. }
    67. Laplacian过滤 - 用于突显图像轮廓
    68. // Edge detection kernel (Laplacian filter).
    69. // 0  -1 0
    70. // -1  4 -1
    71. // 0  -1 0      
    72. const int g_iWeightNumber = 9;
    73.                                     
    74. uniform sampler2D g_FilterTexture;  // 被过滤纹理
    75. uniform float g_aryWeight[g_iWeightNumber]; // Blur权重数组
    76. uniform vec2 g_aryOffset[g_iWeightNumber];  // 横向Blur偏移数组
    77. void main()
    78. {
    79.     vec4 vec4Sum = vec4(0.0);
    80.     if (gl_TexCoord[0].s < 0.495)
    81.     {
    82.         for(int i = 0; i < g_iWeightNumber; ++i)
    83.         {
    84.             vec4Sum += texture2D(g_FilterTexture, gl_TexCoord[0].st + g_aryOffset[i])*g_aryWeight[i];
    85.         }
    86.         vec4 vec4BaseColor = texture2D(g_FilterTexture, gl_TexCoord[0].st);
    87.         vec4Sum += vec4BaseColor*0.1;
    88.     }
    89.     else if (gl_TexCoord[0].s > 0.505)
    90.     {
    91.         vec4Sum = texture2D(g_FilterTexture, gl_TexCoord[0].st);
    92.     }
    93.     else
    94.     {
    95.         vec4Sum = vec4(1.0, 0.0, 0.0, 1.0);
    96.     }
    97.     gl_FragColor = vec4Sum;
    98. }
    99. Emboss过滤 - used to simulate the relief of an image
    100. // Emboss filter
    101. // 2   0  0
    102. // 0  -1  0
    103. // 0   0  -1        
    104. const int g_iWeightNumber = 9;
    105.                                     
    106. uniform sampler2D g_FilterTexture;  // 被过滤纹理
    107. uniform float g_aryWeight[g_iWeightNumber]; // Blur权重数组
    108. uniform vec2 g_aryOffset[g_iWeightNumber];  // 横向Blur偏移数组
    109. void main()
    110. {
    111.     vec4 vec4Sum = vec4(0.0);
    112.     if (gl_TexCoord[0].s < 0.495)
    113.     {
    114.         for(int i = 0; i < g_iWeightNumber; ++i)
    115.         {
    116.             vec4Sum += texture2D(g_FilterTexture, gl_TexCoord[0].st + g_aryOffset[i])*g_aryWeight[i];
    117.         }
    118.         vec4Sum += 0.5;
    119.     }
    120.     else if (gl_TexCoord[0].s > 0.505)
    121.     {
    122.         vec4Sum = texture2D(g_FilterTexture, gl_TexCoord[0].st);
    123.     }
    124.     else
    125.     {
    126.         vec4Sum = vec4(1.0, 0.0, 0.0, 1.0);
    127.     }
    128.     gl_FragColor = vec4Sum;
    129. }
    130. Sharpness过滤 - 突显图像的细节
    131. // Sharpness filter
    132. // -1  -1  -1
    133. // -1   9  -1
    134. // -1  -1  -1       
    135. const int g_iWeightNumber = 9;
    136.                                     
    137. uniform sampler2D g_FilterTexture;  // 被过滤纹理
    138. uniform float g_aryWeight[g_iWeightNumber]; // Blur权重数组
    139. uniform vec2 g_aryOffset[g_iWeightNumber];  // 横向Blur偏移数组
    140. void main()
    141. {
    142.     vec4 vec4Sum = vec4(0.0);
    143.     if (gl_TexCoord[0].s < 0.495)
    144.     {
    145.         for(int i = 0; i < g_iWeightNumber; ++i)
    146.         {
    147.             vec4Sum += texture2D(g_FilterTexture, gl_TexCoord[0].st + g_aryOffset[i])*g_aryWeight[i];
    148.         }
    149.     }
    150.     else if (gl_TexCoord[0].s > 0.505)
    151.     {
    152.         vec4Sum = texture2D(g_FilterTexture, gl_TexCoord[0].st);
    153.     }
    154.     else
    155.     {
    156.         vec4Sum = vec4(1.0, 0.0, 0.0, 1.0);
    157.     }
    158.     gl_FragColor = vec4Sum;
    159. }
    160. Demo效果截图:
    161. exe文件:http://www.fileupyours.com/view/219112/GLSL/Image%20Filter%20Demo.rar
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  • 原文地址:https://www.cnblogs.com/mazhenyu/p/3806666.html
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