滤镜实现算法汇总
缩放滤镜
实现原理:在顶点着色器修改顶点和纹理坐标的映射关系
算法
1.设置参数:duration 缩放时长,maxAmplitude 最大缩放幅度
float duration = 0.6;
float maxAmplitude = 0.3;
2.计算时间周期。通过mod函数,duration,maxAmplitude
float time = mod(Time, duration)
3.计算振幅-顶点放大倍数,范围[1.0,1.3]
float amplitude = 1.0 + maxAmplitude * abs(sin(time * (PI / duration)));
4.计算gl_Position.
gl_Position = vec4(Position.x * amplitude, Position.y * amplitude, Position.zw);
5.纹理坐标传递给TextureCoordsVarying
TextureCoordsVarying = TextureCoords;
缩放滤镜 .vsh
attribute vec4 Position;
attributevec2TextureCoords;
varyingvec2TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;
voidmain (void) {
floatduration =0.6;
floatmaxAmplitude =0.3;
floattime =mod(Time, duration);
floatamplitude =1.0+ maxAmplitude *abs(sin(time * (PI / duration)));
gl_Position=vec4(Position.x * amplitude, Position.y * amplitude, Position.zw);
TextureCoordsVarying = TextureCoords;
}
灵魂出窍滤镜
实现原理:两个层叠加,上层随时间逐渐放大且透明度降至0,循环执行.
算法
1.设置参数:duration 效果时间,maxAlpha 透明度上限,maxScale 图片缩放上限.
2.计算-放大后的纹理坐标
progress-进度百分比(0~1)
float progress = mod(Time, duration) / duration; // 0~1
alpha-透明度(0-0.4)
float alpha = maxAlpha * (1.0 - progress);
scale-缩放比率(1.0 - 1.8)
float scale = 1.0 + (maxScale - 1.0) * progress;
weakTextureCoords-放大后的纹理坐标
放⼤纹理坐标
float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / scale;
float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / scale;
获取放⼤的纹理坐标
vec2 weakTextureCoords = vec2(weakX, weakY);
3.获取两个纹理的颜色值
读取到放⼤后的纹理坐标的纹素的颜⾊值
vec4 weakMask = texture2D(Texture, weakTextureCoords);
读取原始的纹理坐标对应的纹素的颜⾊值
vec4 mask = texture2D(Texture, TextureCoordsVarying);
4.gl_FragColor-混合颜色到片原着色器内建变量
gl_FragColor = mask * (1.0 - alpha) + weakMask * alpha;
灵魂出窍滤镜.fsh
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
void main (void) {
float duration = 0.7;
float maxAlpha = 0.4;
float maxScale = 1.8;
float progress = mod(Time, duration) / duration; // 0~1
float alpha = maxAlpha * (1.0 - progress);
float scale = 1.0 + (maxScale - 1.0) * progress;
float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / scale;
float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / scale;
vec2 weakTextureCoords = vec2(weakX, weakY);
vec4 weakMask = texture2D(Texture, weakTextureCoords);
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = mask * (1.0 - alpha) + weakMask * alpha;
}
抖动滤镜
实现原理:颜色偏移+微弱放大
算法:
1.设置参数:duration-一次抖动时长,maxScale-图片放大倍数,offset偏移步长.
//⼀次抖动滤镜的时⻓
float duration = 0.7;
//放⼤图⽚上限
float maxScale = 1.1;
//颜⾊偏移步⻓
float offset = 0.02;
2.计算-放大后的纹理坐标.
progress-进度百分比
//进度 0~1
float progress = mod(Time, duration) / duration; // 0~1
offsetCoords-当前进度颜色偏移值
//颜⾊偏移值(0-0.02)
vec2 offsetCoords = vec2(offset, offset) * progress;
scale-当前进度缩放比例
//缩放⽐例(1.0 - 1.1)
float scale = 1.0 + (maxScale - 1.0) * progress;
ScaleTextureCoords-放大后的纹理坐标
//放⼤后的纹理坐标
vec2 ScaleTextureCoords = vec2(0.5, 0.5) + (TextureCoordsVarying - vec2(0.5, 0.5)) /
scale;
3.计算3组颜色.
//获取3组颜⾊
//原始颜⾊ + offsetCoords
vec4 maskR = texture2D(Texture, ScaleTextureCoords + offsetCoords);
//原始颜⾊ - offsetCoords
vec4 maskB = texture2D(Texture, ScaleTextureCoords - offsetCoords);
//原始颜⾊
vec4 mask = texture2D(Texture, ScaleTextureCoords);
4.gl_FragColor.
//从3组颜⾊中分别取出: 红⾊R,绿⾊G,蓝⾊B,透明度A填充到⽚元着⾊器内置变量gl_FragColor内.
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
抖动滤镜vsh
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
void main (void) {
float duration = 0.7;
float maxScale = 1.1;
float offset = 0.02;
float progress = mod(Time, duration) / duration; // 0~1
vec2 offsetCoords = vec2(offset, offset) * progress;
float scale = 1.0 + (maxScale - 1.0) * progress;
vec2 ScaleTextureCoords = vec2(0.5, 0.5) + (TextureCoordsVarying - vec2(0.5, 0.5)) / scale;
vec4 maskR = texture2D(Texture, ScaleTextureCoords + offsetCoords);
vec4 maskB = texture2D(Texture, ScaleTextureCoords - offsetCoords);
vec4 mask = texture2D(Texture, ScaleTextureCoords);
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}