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 OpenG像素生存者2L像素画生成器 (ios15ES) 学习路线推荐 :源码编程器 OpenGL (ES) 学习目录 &gt源码编辑器;> OpenGL ES 特效

零基础 OpenGL (ES) 学习源码精灵永久兑换码路线推荐 : OpenGL (ES) 学习目录 &像素射击gt;&gios15t; OpenGL ES 函数

零基础 OpenGL (ES) 学习路线推荐 : OpenGL像素画生成器 (ES) 学源码网站习目录 >> OpenGL E源码编程器S GPUImage 使用

零基础 OpenGL (ES) 学习路线推荐ios系统 : OpenGL (ES) 学习目录 >&源码编辑器gt; OpenGL ES GLSL 编程

ios16.简介

GPUImage 共 125 个滤镜, 分为四ios是什么意思

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 filterOpenGLs , 视觉效果相关.

**GPUImageKuwaharaFilter GPUImage 图像桑原滤波/水粉画模糊效果,**shader 源码如下:

/******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter
//@Time:2022/05/15 10:30
//@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 kGPUImageKuwaharaFragmentShaderString = SHADER_STRING
(
 varying highp vec2 textureCoordinate;
 uniform sampler2D inputImageTexture;
 uniform int radius;
 precision highp float;
 const vec2 src_size = vec2 (1.0 / 768.0, 1.0 / 1024.0);
 void main (void)
 {
     vec2 uv = textureCoordinate;
     float n = float((radius + 1) * (radius + 1));
     int i; int j;
     vec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);
     vec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);
     vec3 c;
     for (j = -radius; j <= 0; ++j)  {
         for (i = -radius; i <= 0; ++i)  {
             c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;
             m0 += c;
             s0 += c * c;
         }
     }
     for (j = -radius; j <= 0; ++j)  {
         for (i = 0; i <= radius; ++i)  {
             c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;
             m1 += c;
             s1 += c * c;
         }
     }
     for (j = 0; j <= radius; ++j)  {
         for (i = 0; i <= radius; ++i)  {
             c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;
             m2 += c;
             s2 += c * c;
         }
     }
     for (j = 0; j <= radius; ++j)  {
         for (i = -radius; i <= 0; ++i)  {
             c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;
             m3 += c;
             s3 += c * c;
         }
     }
     float min_sigma2 = 1e+2;
     m0 /= n;
     s0 = abs(s0 / n - m0 * m0);
     float sigma2 = s0.r + s0.g + s0.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m0, 1.0);
     }
     m1 /= n;
     s1 = abs(s1 / n - m1 * m1);
     sigma2 = s1.r + s1.g + s1.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m1, 1.0);
     }
     m2 /= n;
     s2 = abs(s2 / n - m2 * m2);
     sigma2 = s2.r + s2.g + s2.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m2, 1.0);
     }
     m3 /= n;
     s3 = abs(s3 / n - m3 * m3);
     sigma2 = s3.r + s3.g + s3.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m3, 1.0);
     }
 }
);
#else
NSString *const kGPUImageKuwaharaFragmentShaderString = SHADER_STRING
(
 varying vec2 textureCoordinate;
 uniform sampler2D inputImageTexture;
 uniform int radius;
 const vec2 src_size = vec2 (1.0 / 768.0, 1.0 / 1024.0);
 void main (void)
 {
     vec2 uv = textureCoordinate;
     float n = float((radius + 1) * (radius + 1));
     int i; int j;
     vec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);
     vec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);
     vec3 c;
     for (j = -radius; j <= 0; ++j)  {
         for (i = -radius; i <= 0; ++i)  {
             c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;
             m0 += c;
             s0 += c * c;
         }
     }
     for (j = -radius; j <= 0; ++j)  {
         for (i = 0; i <= radius; ++i)  {
             c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;
             m1 += c;
             s1 += c * c;
         }
     }
     for (j = 0; j <= radius; ++j)  {
         for (i = 0; i <= radius; ++i)  {
             c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;
             m2 += c;
             s2 += c * c;
         }
     }
     for (j = 0; j <= radius; ++j)  {
         for (i = -radius; i <= 0; ++i)  {
             c = texture2D(inputImageTexture, uv + vec2(i,j) * src_size).rgb;
             m3 += c;
             s3 += c * c;
         }
     }
     float min_sigma2 = 1e+2;
     m0 /= n;
     s0 = abs(s0 / n - m0 * m0);
     float sigma2 = s0.r + s0.g + s0.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m0, 1.0);
     }
     m1 /= n;
     s1 = abs(s1 / n - m1 * m1);
     sigma2 = s1.r + s1.g + s1.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m1, 1.0);
     }
     m2 /= n;
     s2 = abs(s2 / n - m2 * m2);
     sigma2 = s2.r + s2.g + s2.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m2, 1.0);
     }
     m3 /= n;
     s3 = abs(s3 / n - m3 * m3);
     sigma2 = s3.r + s3.g + s3.b;
     if (sigma2 < min_sigma2) {
         min_sigma2 = sigma2;
         gl_FragColor = vec4(m3, 1.0);
     }
 }
);
#endif

二.效果演示

使用 GPUImageKuwaharaFilter** ** 用来图像卡通效果(黑色粗线描边),原图:

IOS – OpenGL ES 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter

**GPUImageKuwaharaFilter** 用来图像卡通效果(黑色粗线描边),效果图:像素涂色

IOS – OpenGL ES 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter

三.源码下载

OpenGL ES Demo 下源码交易平台像素冒险世界地址 : IOS – Ope像素射击nG源码1688L ES 桑原滤波/水粉画模糊效果 GPUImaios16geKuwaharaopengl和directxFilter

IOS – OpenGL ES 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter

四.猜你喜欢

  1. IOS – OPenGL ES 设置图像源码中的图片亮度 GPUImageBrightnessFilter
  2. IOS – OPenGL ES 调节图像曝光度像素冒险世界 GPUImageEiOSxposurios14.4.1更新了什么eFilter
  3. IOS – OpenGL ES 调节图像对比度 GPUImageContrastFilter
  4. IOS – OPenGopengl模式L ES 调节图像饱和度 GPUImageSaturationFilter
  5. IOS – OPenGL ES 调节图像像素射击下载伽马线 GPUImageGammaFilter
  6. IOS – OpenGL ES 调节图像反色 GPUImageColorInvertFilter
  7. IOS – OpenGL ES 调节图像褐色 GPUImageSepiaFilter
  8. IOS – OpenGL ES 调节图像灰色 GPUImageGrayscaleFilter
  9. IOS – OpenGL ES 调节图像 RGB 通道 GPUImageRGBFilter
  10. IOS – OpenGL ES 调节图像不透明度 GPUImageOpacit像素射击下载yFilter
  11. IOS – OpenGL ES 调节图像阴影 GPUImageHighlightShadowFilter
  12. I像素工厂OS – OpenGL ES 调节图像色彩替换 GPUImageFalseColorFilter
  13. GPUImage – 色彩直方图 GPUImag像素射击eHistogramFilter
  14. GPUImage – 色彩直方图 GPUImageHi像素勇士大创造攻略stogramGenerator
  15. GPUImage – 像素平均色值 GPUImageAverageColor
  16. GPUImage – 亮度平均 GPUImageLuminosity
  17. IOS – OpenGL Eios14.4.1更新了什么Sopengl错误1282 调节图像色度 GPUIm像素画ageHueF像素生存者2ilter
  18. IOS – Ope像素nGL ES 指定颜色抠像素工厂图 GPUImageChromaKeyFilter
  19. IOS – OpenGL ES 调节图像白平衡/色温 GPUImageWhiteBalanceFilter
  20. IOS – Openios是苹果还是安卓GL ES 设置图像 lookup 滤镜 GPUImageLookupFilter
  21. IOS – OpenGL ES 设置图像滤镜 GPUImageAmatorka像素画生成器Filter
  22. IO源码网站S – OpenGL ES 设置图像滤镜 GPUImageSoftEl像素生存者2eganceFilter
  23. IOS – O像素涂色penGL ES 设置图像锐化 GPUImageSharpenFilter
  24. IOS – OpenGL ES 绘制十字 GPUImageCrosshairGeneratopengl版本过低or
  25. IOS – OpenGL ES 绘制线条 GPUImageLineGenerator
  26. IOS – OpenGL ES 设置图像黑白燥点 GPUImageLocalBinaryPatternFilter
  27. IOS – OpenGL ES 设置图像卡通效果(黑色粗线描边) GPUImageToonFilter源码精灵永久兑换码
  28. IOS – OpenGL像素生存者2 ES 桑原滤波/水粉画模糊效果 GPUImageKuwaharaFilter

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