目录
创新互联是一家专业从事网站设计、网站建设、网页设计的品牌网络公司。如今是成都地区具影响力的网站设计公司,作为专业的成都网站建设公司,创新互联依托强大的技术实力、以及多年的网站运营经验,为您提供专业的成都网站建设、营销型网站建设及网站设计开发服务!
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
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.
GPUImageGlassSphereFilter 属于 GPUImage 图像视觉效果相关,用来处理图像水晶球效果。shader 源码如下:
/******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 图像水晶球效果 GPUImageGlassSphereFilter
//@Time:2022/06/03 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 kGPUImageGlassSphereFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 center;
uniform highp float radius;
uniform highp float aspectRatio;
uniform highp float refractiveIndex;
// uniform vec3 lightPosition;
const highp vec3 lightPosition = vec3(-0.5, 0.5, 1.0);
const highp vec3 ambientLightPosition = vec3(0.0, 0.0, 1.0);
void main()
{
highp vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio + 0.5 - 0.5 * aspectRatio));
highp float distanceFromCenter = distance(center, textureCoordinateToUse);
lowp float checkForPresenceWithinSphere = step(distanceFromCenter, radius);
distanceFromCenter = distanceFromCenter / radius;
highp float normalizedDepth = radius * sqrt(1.0 - distanceFromCenter * distanceFromCenter);
highp vec3 sphereNormal = normalize(vec3(textureCoordinateToUse - center, normalizedDepth));
highp vec3 refractedVector = 2.0 * refract(vec3(0.0, 0.0, -1.0), sphereNormal, refractiveIndex);
refractedVector.xy = -refractedVector.xy;
highp vec3 finalSphereColor = texture2D(inputImageTexture, (refractedVector.xy + 1.0) * 0.5).rgb;
// Grazing angle lighting
highp float lightingIntensity = 2.5 * (1.0 - pow(clamp(dot(ambientLightPosition, sphereNormal), 0.0, 1.0), 0.25));
finalSphereColor += lightingIntensity;
// Specular lighting
lightingIntensity = clamp(dot(normalize(lightPosition), sphereNormal), 0.0, 1.0);
lightingIntensity = pow(lightingIntensity, 15.0);
finalSphereColor += vec3(0.8, 0.8, 0.8) * lightingIntensity;
gl_FragColor = vec4(finalSphereColor, 1.0) * checkForPresenceWithinSphere;
}
);
#else
NSString *const kGPUImageGlassSphereFragmentShaderString = SHADER_STRING
(
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform vec2 center;
uniform float radius;
uniform float aspectRatio;
uniform float refractiveIndex;
// uniform vec3 lightPosition;
const vec3 lightPosition = vec3(-0.5, 0.5, 1.0);
const vec3 ambientLightPosition = vec3(0.0, 0.0, 1.0);
void main()
{
vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio + 0.5 - 0.5 * aspectRatio));
float distanceFromCenter = distance(center, textureCoordinateToUse);
float checkForPresenceWithinSphere = step(distanceFromCenter, radius);
distanceFromCenter = distanceFromCenter / radius;
float normalizedDepth = radius * sqrt(1.0 - distanceFromCenter * distanceFromCenter);
vec3 sphereNormal = normalize(vec3(textureCoordinateToUse - center, normalizedDepth));
vec3 refractedVector = 2.0 * refract(vec3(0.0, 0.0, -1.0), sphereNormal, refractiveIndex);
refractedVector.xy = -refractedVector.xy;
vec3 finalSphereColor = texture2D(inputImageTexture, (refractedVector.xy + 1.0) * 0.5).rgb;
// Grazing angle lighting
float lightingIntensity = 2.5 * (1.0 - pow(clamp(dot(ambientLightPosition, sphereNormal), 0.0, 1.0), 0.25));
finalSphereColor += lightingIntensity;
// Specular lighting
lightingIntensity = clamp(dot(normalize(lightPosition), sphereNormal), 0.0, 1.0);
lightingIntensity = pow(lightingIntensity, 15.0);
finalSphereColor += vec3(0.8, 0.8, 0.8) * lightingIntensity;
gl_FragColor = vec4(finalSphereColor, 1.0) * checkForPresenceWithinSphere;
}
);
#endif
使用 GPUImageGlassSphereFilter 完成图像哈哈镜效果****,原图:
使用 GPUImageGlassSphereFilter 完成图像哈哈镜效果****:
OpenGL ES Demo 下载地址 : IOS – OpenGL ES 图像水晶球效果 GPUImageGlassSphereFilter
本文由博客 - 猿说编程 猿说编程 发布!