目录
- 一.简介
- 二.效果演示
- 三.源码下载
- 四.猜你喜欢
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 基础
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 转场
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 特效
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES 函数
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES GPUImage 使用
零基础 OpenGL (ES) 学习路线推荐 : OpenGL (ES) 学习目录 >> OpenGL ES GLSL 编程
一.简介
GPUImage 共 125 个滤镜, 分为四类
1、Color adjustments : 31 filters , 颜色处理相关
2、Image processing : 40 filters , 图像处理相关.
3、Blending modes : 29 filters , 混合模式相关.
4、Visual effects : 25 filters , 视觉效果相关.
GPUImageNonMaximumSuppressionFilter 属于 GPUImage 图像视觉效果相关,用来处理**图像图像显示亮度最高的像素,其他为黑效果**。shader 源码如下:
/******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageNonMaximumSuppressionFilter
//@Time:2022/06/21 06:30
//@Motto:不积跬步无以至千里,不积小流无以成江海,程序人生的精彩需要坚持不懈地积累!
/******************************************************************************************/#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageNonMaximumSuppressionFragmentShaderString = SHADER_STRING
(uniform sampler2D inputImageTexture;varying highp vec2 textureCoordinate;varying highp vec2 leftTextureCoordinate;varying highp vec2 rightTextureCoordinate;varying highp vec2 topTextureCoordinate;varying highp vec2 topLeftTextureCoordinate;varying highp vec2 topRightTextureCoordinate;varying highp vec2 bottomTextureCoordinate;varying highp vec2 bottomLeftTextureCoordinate;varying highp vec2 bottomRightTextureCoordinate;void main(){lowp float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;lowp float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;lowp float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;lowp vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);lowp float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;lowp float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;lowp float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;lowp float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;lowp float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;// Use a tiebreaker for pixels to the left and immediately above this onelowp float multiplier = 1.0 - step(centerColor.r, topColor);multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));lowp float maxValue = max(centerColor.r, bottomColor);maxValue = max(maxValue, bottomRightColor);maxValue = max(maxValue, rightColor);maxValue = max(maxValue, topRightColor);gl_FragColor = vec4((centerColor.rgb * step(maxValue, centerColor.r) * multiplier), 1.0);}
);
#else
NSString *const kGPUImageNonMaximumSuppressionFragmentShaderString = SHADER_STRING
(uniform sampler2D inputImageTexture;varying vec2 textureCoordinate;varying vec2 leftTextureCoordinate;varying vec2 rightTextureCoordinate;varying vec2 topTextureCoordinate;varying vec2 topLeftTextureCoordinate;varying vec2 topRightTextureCoordinate;varying vec2 bottomTextureCoordinate;varying vec2 bottomLeftTextureCoordinate;varying vec2 bottomRightTextureCoordinate;void main(){float bottomColor = texture2D(inputImageTexture, bottomTextureCoordinate).r;float bottomLeftColor = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;float bottomRightColor = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;vec4 centerColor = texture2D(inputImageTexture, textureCoordinate);float leftColor = texture2D(inputImageTexture, leftTextureCoordinate).r;float rightColor = texture2D(inputImageTexture, rightTextureCoordinate).r;float topColor = texture2D(inputImageTexture, topTextureCoordinate).r;float topRightColor = texture2D(inputImageTexture, topRightTextureCoordinate).r;float topLeftColor = texture2D(inputImageTexture, topLeftTextureCoordinate).r;// Use a tiebreaker for pixels to the left and immediately above this onefloat multiplier = 1.0 - step(centerColor.r, topColor);multiplier = multiplier * (1.0 - step(centerColor.r, topLeftColor));multiplier = multiplier * (1.0 - step(centerColor.r, leftColor));multiplier = multiplier * (1.0 - step(centerColor.r, bottomLeftColor));float maxValue = max(centerColor.r, bottomColor);maxValue = max(maxValue, bottomRightColor);maxValue = max(maxValue, rightColor);maxValue = max(maxValue, topRightColor);gl_FragColor = vec4((centerColor.rgb * step(maxValue, centerColor.r) * multiplier), 1.0);}
);
#endif
二.效果演示
使用 GPUImageNonMaximumSuppressionFilter 完成图像显示亮度最高的像素,其他为黑****,原图如下:
使用 GPUImageNonMaximumSuppressionFilter 完成图像显示亮度最高的像素,其他为黑****,效果如下:
三.源码下载
OpenGL ES Demo 下载地址 : IOS – OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageNonMaximumSuppressionFilter
四.猜你喜欢
- IOS – OPenGL ES 设置图像亮度 GPUImageBrightnessFilter
- IOS – OPenGL ES 调节图像曝光度 GPUImageExposureFilter
- IOS – OpenGL ES 调节图像对比度 GPUImageContrastFilter
- IOS – OPenGL ES 调节图像饱和度 GPUImageSaturationFilter
- IOS – OPenGL ES 调节图像伽马线 GPUImageGammaFilter
- IOS – OpenGL ES 调节图像反色 GPUImageColorInvertFilter
- IOS – OpenGL ES 调节图像褐色 GPUImageSepiaFilter
- IOS – OpenGL ES 调节图像灰色 GPUImageGrayscaleFilter
- IOS – OpenGL ES 调节图像 RGB 通道 GPUImageRGBFilter
- IOS – OpenGL ES 调节图像不透明度 GPUImageOpacityFilter
- IOS – OpenGL ES 调节图像阴影 GPUImageHighlightShadowFilter
- IOS – OpenGL ES 调节图像色彩替换 GPUImageFalseColorFilter
- GPUImage – 色彩直方图 GPUImageHistogramFilter
- GPUImage – 色彩直方图 GPUImageHistogramGenerator
- GPUImage – 像素平均色值 GPUImageAverageColor
- GPUImage – 亮度平均 GPUImageLuminosity
- IOS – OpenGL ES 调节图像色度 GPUImageHueFilter
- IOS – OpenGL ES 指定颜色抠图 GPUImageChromaKeyFilter
- IOS – OpenGL ES 调节图像白平衡/色温 GPUImageWhiteBalanceFilter
- IOS – OpenGL ES 设置图像 lookup 滤镜 GPUImageLookupFilter
- IOS – OpenGL ES 设置图像滤镜 GPUImageAmatorkaFilter
- IOS – OpenGL ES 设置图像滤镜 GPUImageSoftEleganceFilter
- IOS – OpenGL ES 设置图像锐化 GPUImageSharpenFilter
- IOS – OpenGL ES 绘制十字 GPUImageCrosshairGenerator
- IOS – OpenGL ES 绘制线条 GPUImageLineGenerator
- IOS – OpenGL ES 设置图像黑白燥点 GPUImageLocalBinaryPatternFilter
- IOS – OpenGL ES 设置图像卡通效果(黑色粗线描边) GPUImageToonFilter
- IOS – OpenGL ES 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter
- IOS – OpenGL ES 黑白马赛克效果 GPUImageMosaicFilter
- IOS – OpenGL ES 像素化马赛克效果 GPUImagePixellateFilter
- IOS – OpenGL ES 同心圆像素化马赛克效果 GPUImagePolarPixel
- IOS – OpenGL ES 黑白网状效果 GPUImageCrosshatchFilter
- IOS – OpenGL ES 色彩丢失/模糊效果 GPUImageColorPackingFilter
- IOS – OpenGL ES 图像晕影 GPUImageVignetteFilter
- IOS – OpenGL ES 图像漩涡 GPUImageSwirlFilter
- IOS – OpenGL ES 图像鱼眼扩散效果 GPUImageBulgeDistortionFilter
- IOS – OpenGL ES 图像鱼眼移动效果 GPUImageBulgeDistortionFilter
- IOS – OpenGL ES 图像凹面镜移动效果 GPUImagePinchDistortionFilter
- IOS – OpenGL ES 图像凹面镜放大效果 GPUImagePinchDistortionFilter
- IOS – OpenGL ES 图像哈哈镜效果 GPUImageStretchDistortionFilter
- IOS – OpenGL ES 图像水晶球效果 GPUImageGlassSphereFilter
- IOS – OpenGL ES 图像球形折射 GPUImageSphereRefractionFilter
- IOS – OpenGL ES 图像色调分离噪点效果 GPUImagePosterizeFilter
- IOS – OpenGL ES 图像 CGA 色彩滤镜 GPUImageCGAColorspaceFilter
- IOS – OpenGL ES 图像柏林噪点/花边噪点 GPUImagePerlinNoiseFilter
- IOS – OpenGL ES 图像加亮边缘 GPUImage3x3ConvolutionFilter
- IOS – OpenGL ES 图像浮雕 3d 效果 GPUImageEmbossFilter
- IOS – OpenGL ES 图像马赛克圆点 GPUImagePolkaDotFilter
- IOS – OpenGL ES 图像侵蚀边缘黑白模糊 GPUImageErosionFilter
- IOS – OpenGL ES 图像侵蚀边缘色彩模糊 GPUImageRGBErosionFilter
- IOS – OpenGL ES 图像扩展边缘黑白模糊 GPUImageDilationFilter
- IOS – OpenGL ES 图像扩展边缘彩色模糊 GPUImageRGBDilationFilter
- IOS – OpenGL ES GPUImage 黑白色调模糊 GPUImageOpeningFilter
- IOS – OpenGL ES GPUImage 彩色模糊 GPUImageRGBOpeningFilter
- IOS – OpenGL ES GPUImage 图像黑白色调模糊/暗色提亮 GPUImageClosingFilter
- IOS – OpenGL ES GPUImage 图像彩色调模糊/暗色提亮 GPUImageRGBClosingFilter
- IOS – OpenGL ES GPUImage 图像 Lanczos 重取样模糊效果 GPUImageLanczosResamplingFilter
- IOS – OpenGL ES GPUImage 图像显示亮度最高的像素,其他为黑 GPUImageNonMaximumSuppressionFilter