GPUImage – 亮度平均 GPUImageLuminosity
目錄
- 一.簡介
- 二.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
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.
GPUImageLuminosity 屬于 GPUImage 顏色處理相關,用來處理圖片亮度平均,像 [GPUImageAverageColor](https://www.codersrc.com/archives/15617.html) 一樣,將圖像縮小到其平均亮度。
/******************************************************************************************/ //@Author:猿說編程 //@Blog(個人博客地址): www.codersrc.com //@File:GPUImage – 亮度平均 GPUImageLuminosity //@Time:2022/03/25 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 kGPUImageInitialLuminosityFragmentShaderString = SHADER_STRING (precision highp float;uniform sampler2D inputImageTexture;varying highp vec2 outputTextureCoordinate;varying highp vec2 upperLeftInputTextureCoordinate;varying highp vec2 upperRightInputTextureCoordinate;varying highp vec2 lowerLeftInputTextureCoordinate;varying highp vec2 lowerRightInputTextureCoordinate;const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);void main(){highp float upperLeftLuminance = dot(texture2D(inputImageTexture, upperLeftInputTextureCoordinate).rgb, W);highp float upperRightLuminance = dot(texture2D(inputImageTexture, upperRightInputTextureCoordinate).rgb, W);highp float lowerLeftLuminance = dot(texture2D(inputImageTexture, lowerLeftInputTextureCoordinate).rgb, W);highp float lowerRightLuminance = dot(texture2D(inputImageTexture, lowerRightInputTextureCoordinate).rgb, W);highp float luminosity = 0.25 * (upperLeftLuminance + upperRightLuminance + lowerLeftLuminance + lowerRightLuminance);gl_FragColor = vec4(luminosity, luminosity, luminosity, 1.0);} );NSString *const kGPUImageLuminosityFragmentShaderString = SHADER_STRING (precision highp float;uniform sampler2D inputImageTexture;varying highp vec2 outputTextureCoordinate;varying highp vec2 upperLeftInputTextureCoordinate;varying highp vec2 upperRightInputTextureCoordinate;varying highp vec2 lowerLeftInputTextureCoordinate;varying highp vec2 lowerRightInputTextureCoordinate;void main(){highp float upperLeftLuminance = texture2D(inputImageTexture, upperLeftInputTextureCoordinate).r;highp float upperRightLuminance = texture2D(inputImageTexture, upperRightInputTextureCoordinate).r;highp float lowerLeftLuminance = texture2D(inputImageTexture, lowerLeftInputTextureCoordinate).r;highp float lowerRightLuminance = texture2D(inputImageTexture, lowerRightInputTextureCoordinate).r;highp float luminosity = 0.25 * (upperLeftLuminance + upperRightLuminance + lowerLeftLuminance + lowerRightLuminance);gl_FragColor = vec4(luminosity, luminosity, luminosity, 1.0);} ); #else NSString *const kGPUImageInitialLuminosityFragmentShaderString = SHADER_STRING (uniform sampler2D inputImageTexture;varying vec2 outputTextureCoordinate;varying vec2 upperLeftInputTextureCoordinate;varying vec2 upperRightInputTextureCoordinate;varying vec2 lowerLeftInputTextureCoordinate;varying vec2 lowerRightInputTextureCoordinate;const vec3 W = vec3(0.2125, 0.7154, 0.0721);void main(){float upperLeftLuminance = dot(texture2D(inputImageTexture, upperLeftInputTextureCoordinate).rgb, W);float upperRightLuminance = dot(texture2D(inputImageTexture, upperRightInputTextureCoordinate).rgb, W);float lowerLeftLuminance = dot(texture2D(inputImageTexture, lowerLeftInputTextureCoordinate).rgb, W);float lowerRightLuminance = dot(texture2D(inputImageTexture, lowerRightInputTextureCoordinate).rgb, W);float luminosity = 0.25 * (upperLeftLuminance + upperRightLuminance + lowerLeftLuminance + lowerRightLuminance);gl_FragColor = vec4(luminosity, luminosity, luminosity, 1.0);} );NSString *const kGPUImageLuminosityFragmentShaderString = SHADER_STRING (uniform sampler2D inputImageTexture;varying vec2 outputTextureCoordinate;varying vec2 upperLeftInputTextureCoordinate;varying vec2 upperRightInputTextureCoordinate;varying vec2 lowerLeftInputTextureCoordinate;varying vec2 lowerRightInputTextureCoordinate;void main(){float upperLeftLuminance = texture2D(inputImageTexture, upperLeftInputTextureCoordinate).r;float upperRightLuminance = texture2D(inputImageTexture, upperRightInputTextureCoordinate).r;float lowerLeftLuminance = texture2D(inputImageTexture, lowerLeftInputTextureCoordinate).r;float lowerRightLuminance = texture2D(inputImageTexture, lowerRightInputTextureCoordinate).r;float luminosity = 0.25 * (upperLeftLuminance + upperRightLuminance + lowerLeftLuminance + lowerRightLuminance);gl_FragColor = vec4(luminosity, luminosity, luminosity, 1.0);} ); #endif二.猜你喜歡
- IOS – OPenGL ES 設置圖像亮度 GPUImageBrightnessFilter
- IOS – OPenGL ES 調節圖像曝光度 GPUImageExposureFilter
- IOS – OpenGL ES 調節圖像對比度 GPUImageContrastFilter
- IOS – OPenGL ES 調節圖像飽和度 GPUImageSaturationFilter
- IOS – OPenGL ES 調節圖像伽馬線 GPUImageGammaFilter
- IOS – OpenGL ES 調節圖像反色 GPUImageColorInvertFilter
- IOS – OpenGL ES 調節圖像褐色 GPUImageSepiaFilter
- IOS – OpenGL ES 調節圖像灰色 GPUImageGrayscaleFilter
- IOS – OpenGL ES 調節圖像RGB通道 GPUImageRGBFilter
- IOS – OpenGL ES 調節圖像不透明度 GPUImageOpacityFilter
- IOS – OpenGL ES 調節圖像陰影 GPUImageHighlightShadowFilter
- IOS – OpenGL ES 調節圖像色彩替換 GPUImageFalseColorFilter
- GPUImage – 色彩直方圖 GPUImageHistogramFilter
- GPUImage – 色彩直方圖 GPUImageHistogramGenerator
- GPUImage – 像素平均色值 GPUImageAverageColor
- GPUImage – 亮度平均 GPUImageLuminosity
總結
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