webglFundemental均值滤波
左中右的均值
precision mediump float;
uniform sampler2D u_image;
uniform vec2 u_textureSize;
varying vec2 v_texCoord;
void main() {
vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;
gl_FragColor = (
texture2D(u_image, v_texCoord) +
texture2D(u_image, v_texCoord + vec2(onePixel.x, 0.0)) +
texture2D(u_image, v_texCoord + vec2(-onePixel.x, 0.0))) / 3.0;
}
3x3卷积内核与卷积权重
- 即3x3的像素点,每个像素点都乘以内核因子后相加
- 最后再除以一个权重
var edgeDetectKernel = [
-1, -1, -1,
-1, 8, -1,
-1, -1, -1
];
function computeKernelWeight(kernel) {
var weight = kernel.reduce(function(prev, curr) {
return prev + curr;
});
return weight <= 0 ? 1 : weight;
}
precision mediump float;
uniform sampler2D u_image;
uniform vec2 u_textureSize;
uniform float u_kernel[9];
uniform float u_kernelWeight;
varying vec2 v_texCoord;
void main() {
vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;
vec4 colorSum =
texture2D(u_image, v_texCoord + onePixel * vec2(-1, -1)) * u_kernel[0] +
texture2D(u_image, v_texCoord + onePixel * vec2( 0, -1)) * u_kernel[1] +
texture2D(u_image, v_texCoord + onePixel * vec2( 1, -1)) * u_kernel[2] +
texture2D(u_image, v_texCoord + onePixel * vec2(-1, 0)) * u_kernel[3] +
texture2D(u_image, v_texCoord + onePixel * vec2( 0, 0)) * u_kernel[4] +
texture2D(u_image, v_texCoord + onePixel * vec2( 1, 0)) * u_kernel[5] +
texture2D(u_image, v_texCoord + onePixel * vec2(-1, 1)) * u_kernel[6] +
texture2D(u_image, v_texCoord + onePixel * vec2( 0, 1)) * u_kernel[7] +
texture2D(u_image, v_texCoord + onePixel * vec2( 1, 1)) * u_kernel[8] ;
// 只把rgb值求和除以权重
// 将阿尔法值设为 1.0
gl_FragColor = vec4((colorSum / u_kernelWeight).rgb, 1.0);
}