真实的国产乱ⅩXXX66竹夫人,五月香六月婷婷激情综合,亚洲日本VA一区二区三区,亚洲精品一区二区三区麻豆

成都創(chuàng)新互聯(lián)網(wǎng)站制作重慶分公司

IOS – OpenGL ES 設置圖像黑白噪點 GPUImageLocalBinaryPatternFilter

目錄

成都創(chuàng)新互聯(lián)公司2013年開創(chuàng)至今,先為鹿寨等服務建站,鹿寨等地企業(yè),進行企業(yè)商務咨詢服務。為鹿寨企業(yè)網(wǎng)站制作PC+手機+微官網(wǎng)三網(wǎng)同步一站式服務解決您的所有建站問題。

  • 一.簡介
  • 二.效果演示
  • 三.源碼下載
  • 四.猜你喜歡

零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 基礎

零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 轉場

零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 特效

零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES 函數(shù)

零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES GPUImage 使用

零基礎 OpenGL (ES) 學習路線推薦 : OpenGL (ES) 學習目錄 >> OpenGL ES GLSL 編程

一.簡介

GPUImage 共 125 個濾鏡, 分為四類

1、Color adjustments : 31 filters , 顏色處理相關
2、Image processing : 40 filters , 圖像處理相關.
3、Blending modes : 29 filters , 混合模式相關.
4、Visual effects : 25 filters , 視覺效果相關.

GPUImageLocalBinaryPatternFilter 屬于 GPUImage 圖像處理相關,用來圖像黑白化,并有大量噪點,shader 源碼如下:

/******************************************************************************************/
//@Author:猿說編程
//@Blog(個人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 設置圖像黑白化 ,并有大量噪點GPUImageLocalBinaryPatternFilter
//@Time:2022/04/20 07:30
//@Motto:不積跬步無以至千里,不積小流無以成江海,程序人生的精彩需要堅持不懈地積累!
/******************************************************************************************/


#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageLocalBinaryPatternFragmentShaderString = SHADER_STRING
(
 precision highp float;

 varying vec2 textureCoordinate;
 varying vec2 leftTextureCoordinate;
 varying vec2 rightTextureCoordinate;

 varying vec2 topTextureCoordinate;
 varying vec2 topLeftTextureCoordinate;
 varying vec2 topRightTextureCoordinate;

 varying vec2 bottomTextureCoordinate;
 varying vec2 bottomLeftTextureCoordinate;
 varying vec2 bottomRightTextureCoordinate;

 uniform sampler2D inputImageTexture;

 void main()
 {
     lowp float centerIntensity = texture2D(inputImageTexture, textureCoordinate).r;
     lowp float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
     lowp float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
     lowp float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
     lowp float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
     lowp float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
     lowp float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
     lowp float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
     lowp float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;

     lowp float byteTally = 1.0 / 255.0 * step(centerIntensity, topRightIntensity);
     byteTally += 2.0 / 255.0 * step(centerIntensity, topIntensity);
     byteTally += 4.0 / 255.0 * step(centerIntensity, topLeftIntensity);
     byteTally += 8.0 / 255.0 * step(centerIntensity, leftIntensity);
     byteTally += 16.0 / 255.0 * step(centerIntensity, bottomLeftIntensity);
     byteTally += 32.0 / 255.0 * step(centerIntensity, bottomIntensity);
     byteTally += 64.0 / 255.0 * step(centerIntensity, bottomRightIntensity);
     byteTally += 128.0 / 255.0 * step(centerIntensity, rightIntensity);

     // TODO: Replace the above with a dot product and two vec4s
     // TODO: Apply step to a matrix, rather than individually

     gl_FragColor = vec4(byteTally, byteTally, byteTally, 1.0);
 }
);
#else
NSString *const kGPUImageLocalBinaryPatternFragmentShaderString = SHADER_STRING
(
 varying vec2 textureCoordinate;
 varying vec2 leftTextureCoordinate;
 varying vec2 rightTextureCoordinate;

 varying vec2 topTextureCoordinate;
 varying vec2 topLeftTextureCoordinate;
 varying vec2 topRightTextureCoordinate;

 varying vec2 bottomTextureCoordinate;
 varying vec2 bottomLeftTextureCoordinate;
 varying vec2 bottomRightTextureCoordinate;

 uniform sampler2D inputImageTexture;

 void main()
 {
     float centerIntensity = texture2D(inputImageTexture, textureCoordinate).r;
     float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
     float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
     float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
     float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
     float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
     float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
     float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
     float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;

     float byteTally = 1.0 / 255.0 * step(centerIntensity, topRightIntensity);
     byteTally += 2.0 / 255.0 * step(centerIntensity, topIntensity);
     byteTally += 4.0 / 255.0 * step(centerIntensity, topLeftIntensity);
     byteTally += 8.0 / 255.0 * step(centerIntensity, leftIntensity);
     byteTally += 16.0 / 255.0 * step(centerIntensity, bottomLeftIntensity);
     byteTally += 32.0 / 255.0 * step(centerIntensity, bottomIntensity);
     byteTally += 64.0 / 255.0 * step(centerIntensity, bottomRightIntensity);
     byteTally += 128.0 / 255.0 * step(centerIntensity, rightIntensity);

     // TODO: Replace the above with a dot product and two vec4s
     // TODO: Apply step to a matrix, rather than individually

     gl_FragColor = vec4(byteTally, byteTally, byteTally, 1.0);
 }
);
#endif

二.效果演示

**使用GPUImageLocalBinaryPatternFilter **用來圖像黑白化,并有大量噪點****,原圖:

**GPUImageLocalBinaryPatternFilter **圖像黑白化**,效果圖:**

三.源碼下載

OpenGL ES Demo 下載地址 : IOS – OpenGL ES 繪制線條 GPUImageLocalBinaryPatternFilter

四.猜你喜歡

  1. IOS – OPenGL ES 設置圖像亮度 GPUImageBrightnessFilter
  2. IOS – OPenGL ES 調節(jié)圖像曝光度 GPUImageExposureFilter
  3. IOS – OpenGL ES 調節(jié)圖像對比度 GPUImageContrastFilter
  4. IOS – OPenGL ES 調節(jié)圖像飽和度 GPUImageSaturationFilter
  5. IOS – OPenGL ES 調節(jié)圖像伽馬線 GPUImageGammaFilter
  6. IOS – OpenGL ES 調節(jié)圖像反色 GPUImageColorInvertFilter
  7. IOS – OpenGL ES 調節(jié)圖像褐色 GPUImageSepiaFilter
  8. IOS – OpenGL ES 調節(jié)圖像灰色 GPUImageGrayscaleFilter
  9. IOS – OpenGL ES 調節(jié)圖像 RGB 通道 GPUImageRGBFilter
  10. IOS – OpenGL ES 調節(jié)圖像不透明度 GPUImageOpacityFilter
  11. IOS – OpenGL ES 調節(jié)圖像陰影 GPUImageHighlightShadowFilter
  12. IOS – OpenGL ES 調節(jié)圖像色彩替換 GPUImageFalseColorFilter
  13. GPUImage – 色彩直方圖 GPUImageHistogramFilter
  14. GPUImage – 色彩直方圖 GPUImageHistogramGenerator
  15. GPUImage – 像素平均色值 GPUImageAverageColor
  16. GPUImage – 亮度平均 GPUImageLuminosity
  17. IOS – OpenGL ES 調節(jié)圖像色度 GPUImageHueFilter
  18. IOS – OpenGL ES 指定顏色摳圖 GPUImageChromaKeyFilter
  19. IOS – OpenGL ES 調節(jié)圖像白平衡/色溫 GPUImageWhiteBalanceFilter
  20. IOS – OpenGL ES 設置圖像 lookup 濾鏡 GPUImageLookupFilter
  21. IOS – OpenGL ES 設置圖像濾鏡 GPUImageAmatorkaFilter
  22. IOS – OpenGL ES 設置圖像濾鏡 GPUImageSoftEleganceFilter
  23. IOS – OpenGL ES 設置圖像銳化 GPUImageSharpenFilter
  24. IOS – OpenGL ES 繪制十字 GPUImageCrosshairGenerator
  25. IOS – OpenGL ES 繪制線條 GPUImageLineGenerator
  26. IOS – OpenGL ES 設置圖像黑白燥點 GPUImageLocalBinaryPatternFilter

本文由博客 - 猿說編程 猿說編程 發(fā)布!


文章題目:IOS – OpenGL ES 設置圖像黑白噪點 GPUImageLocalBinaryPatternFilter
當前路徑:http://weahome.cn/article/dsoighi.html

其他資訊

在線咨詢

微信咨詢

電話咨詢

028-86922220(工作日)

18980820575(7×24)

提交需求

返回頂部