OpenGL ES-动态滤镜

495 阅读2分钟

本文将详细讲解如何使用OpenGL ES实现缩放,灵魂出窍,抖动,闪白,毛刺,幻觉等动态滤镜实现

其实动态滤镜是在加载图片的基础上增加定时器,修改顶点着色器或片元着色器来实现的

使用OpenGL ES加载图片请移步juejin.cn/post/701290…

源码地址:github.com/visual-ios/…

1.缩放效果

可以使用顶点着色器也可以使用片元着色器实现,在这里我们使用顶点着色器实现,缩放效果本质就是随着时间不停修改顶点的位置坐标来实现的(相对坐标)

**attribute** **vec4** Position;

**attribute** **vec2** TextureCoords;

**varying** **vec2** TextureCoordsVarying;

**uniform** **float** Time;

**const** **float** PI = 3.1415926;

**void** main(**void**) {

    **float** duration = 0.6;

    **float** maxAmplitude = 0.3;

    

    **float** time = mod(Time, duration);

    **float** amplitude = 1.0 + maxAmplitude * abs(sin(time * (PI / duration)));

    gl_Position = **vec4**(Position.x * amplitude, Position.y * amplitude, Position.zw);

    TextureCoordsVarying = TextureCoords;

}

2.灵魂出窍,需要使用片元着色器来实现,因为需要颜色的修改,本质上就是在原来纹理的基础上复制出一个,新的图层会随时间的变化进行缩放及透明度的修改,最后将两个图层的颜色进行混合,片元着色器代码

**precision** **highp** **float**;

**uniform** **sampler2D** Texture;

**varying** **vec2** TextureCoordsVarying;

**uniform** **float** Time;

**void** main (**void**) {

    **float** duration = 0.7;

    **float** maxAlpha = 0.5;

    **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;

}

3.抖动效果,抖动效果是在原纹理的基础上进行位移及颜色值的混合来实现的,所以需要修改片元着色器

**precision** **highp** **float**;

**uniform** **sampler2D** Texture;

**varying** **vec2** TextureCoordsVarying;

**uniform** **float** Time;

**void** main (**void**) {

    **float** duration = 0.6;

    **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);

}

4.闪白效果,闪白效果是在原来基础上增加一个白色图层,白色图层随着时间进行透明度的改变,然后将白色图层和原图层进行颜色混合实现,也需要修改片元着色器

**precision** **highp** **float**;

**uniform** **sampler2D** Texture;

**varying** **vec2** TextureCoordsVarying;

**uniform** **float** Time;


**const** **float** PI = 3.1415926;


**void** main (**void**) {

    **float** duration = 0.6;

    **float** time = mod(Time, duration);

    **vec4** whiteMask = **vec4**(1.0, 1.0, 1.0, 1.0);

    **float** amplitude = abs(sin(time * (PI / duration)));


    **vec4** mask = texture2D(Texture, TextureCoordsVarying);

    gl_FragColor = mask * (1.0 - amplitude) + whiteMask * amplitude;

}


更多效果请下载源码查看