【Android OpenGL ES 开发 (六)】Shader特效(一)

片段着色器:texture.fsh

precision 表示精度 lowp低、mediump中、highp高
很容易想到,精度越↑,效果越↑,但着色器速度↓
in vec2 vTexCoord; 表示接受顶点的输入的vTexCoord变量
uniform 统一变量,在着色器执行期间它的值是不变的
sampler2D 类型:2D纹理

#version 300 es
precision mediump float;
out vec4 outColor;

in vec2 vTexCoord;

uniform sampler2D sTexture;

void main(){
    outColor = texture(sTexture, vTexCoord);
}

片段的out标识的变量就是输出的色值,sTexture承载纹理,vTexCoord承载坐标
通过texture函数获取值像素的色值,作为输出量。就相当于图片拓印到了"纸"上

着色器颜色效果处理

灰度图片特效

texture函数返回一个四维向量,是一个颜色的rgba四个分量值
我们只要轻轻的将outColor的rgb都改为g值即可

---->[gray.fsh]----
#version 300 es
precision mediump float;
out vec4 outColor;

in vec2 vTexCoord;

uniform sampler2D sTexture;

void main(){
    vec4 color= texture(sTexture, vTexCoord);
    outColor = vec4(color.g, color.g, color.g, 1.0);
}

纯黑白图片特效

还有一种灰度计算方式35911(左一):g = r * 0.3 + g * 0.59 + b * 0.11;
变灰之后,根据灰值可以获取纯黑白色的图片,即像素值大于阈值为黑,小于为白
通过阈值的更改可以控制颜色的通量,阈值↓,通量↓。阈值=0,不通,白色
通过阈值的控制,颜色不太复杂的图就可以变成线稿(左三)。

#version 300 es
precision mediump float;
out vec4 outColor;

in vec2 vTexCoord;

uniform sampler2D sTexture;

const float threshold = 0.3;//阈值

void main(){
    vec4 color= texture(sTexture, vTexCoord);
    float r = color.r;
    float g = color.g;
    float b = color.b;

    g = r * 0.3 + g * 0.59 + b * 0.11;
    g= g <= threshold ? 0.0 : 1.0;

    outColor = vec4(g, g, g, 1.0);
}
向着色器中传参控制

threshold如果只能写死在着色器代码里,未免有些鸡肋。
如何将它放入程序中进行动态控制呢? 比如下面的效果:

---->[black_white.fsh]----
#version 300 es
precision mediump float;
out vec4 outColor;

in vec2 vTexCoord;

uniform sampler2D sTexture;

uniform float uThreshold;//uniform入参

void main(){
    vec4 color= texture(sTexture, vTexCoord);
    float r = color.r;
    float g = color.g;
    float b = color.b;

    g = r * 0.3 + g * 0.59 + b * 0.11;
    g= g <= uThreshold ? 0.0 : 1.0;

    outColor = vec4(g, g, g, 1.0);
}

 其实和前面的顶点入参差不多,在绘制的代码里找到uThreshold句柄再赋值即可
之后就是setThreshold方法设置值,外部通过一个Slider进行控制

//寻找句柄
uThreshold= GLES30.glGetUniformLocation(program, "uThreshold");

public void draw() {
    //...
    GLES30.glUseProgram(program);
    GLES30.glUniform1f(uThreshold, threshold); //赋值
负片、怀旧、冷调

负片是将rgb色值用1去减,获取相对的颜色
怀旧是将图片变成偏黄的暖调,
冷调中只是将r和b的色值进行对调,就能达到相反的效果

---->[负片]----
r = 1.0 - color.r;
g = 1.0 - color.g;
b = 1.0 - color.b;

---->[怀旧]----
r = 0.393* r + 0.769 * g + 0.189* b;
g = 0.349 * r + 0.686 * g + 0.168 * b;
b = 0.272 * r + 0.534 * g + 0.131 * b;

---->[冷调]----
b = 0.393* r + 0.769 * g + 0.189* b;
g = 0.349 * r + 0.686 * g + 0.168 * b;
r = 0.272 * r + 0.534 * g + 0.131 * b;

 其他的代码都是类似的,核心是色值的算法。
当然你也可以通过变量来控制这些系数,就可以成为简单的图片编辑器。

流年效果

主要是对b值进行处理,arg越大,越发蓝

#version 300 es
precision mediump float;
out vec4 outColor;

in vec2 vTexCoord;

uniform sampler2D sTexture;

void main(){
    float arg = 3.0;
    
    vec4 color= texture(sTexture, vTexCoord);

    float r = color.r;
    float g = color.g;
    float b = color.b;

    b = sqrt(b)*arg;
    if (b>1.0) b = 1.0;

    outColor = vec4(r, g, b, 1.0);
}

着色器坐标效果处理

除了色值,还有一个非常重要的可用数据就是贴图坐标
可以通过坐标值进行一些位置上的处理,比如对称,旋转,缩放,分屏等

图片x,y反向

现在不要把它对称一张图片,而是一个个像素拼组成的对象
现在vTexCoord记录着这些像素的位置,改动vTexCoord就可以改变像素的位置
宽为1.0,如果仅是拿1.0- pos.x,就相当于右边的像素跑到左边了(下图2),其他同理

---->[x反]---
#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){

    vec2 pos = vTexCoord.xy;
    pos.x= 1.0- pos.x;
    outColor = texture(sTexture, pos);
}

---->[y反]---
#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    vec2 pos = vTexCoord.xy;
    pos.y= 1.0- pos.y;
    outColor = texture(sTexture, pos);
}

---->[x,y反]---
#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    vec2 pos = vTexCoord.xy;
    pos.x= 1.0- pos.x;
    pos.y= 1.0- pos.y;
    outColor = texture(sTexture, pos);
}
 分屏

分屏也就是根据像素位置判断,去修改读取纹理的位置坐标,从而影响渲染
比如二分,当y大于0.5是,读取的位置是pos.y - 0.5,相当于还是渲染上面部分
你也可以调整0.5这个参数,达到不等分分屏。

#version 300 es
precision mediump float;
out vec4 outColor;

in vec2 vTexCoord;

uniform sampler2D sTexture;


void main(){

    vec2 pos = vTexCoord.xy;
    if (pos.y<= 0.5) {
        pos.y = pos.y ;
    }else{
        pos.y = pos.y - 0.5;
    }
    outColor = texture(sTexture, pos);

}

 也可以左右分镜:

#version 300 es
precision mediump float;
out vec4 outColor;

in vec2 vTexCoord;

uniform sampler2D sTexture;

void main(){
    vec2 pos = vTexCoord;
    if (pos.x > 0.5) {
        pos.x = 1.0 - pos.x;
    }
    outColor = texture(sTexture, pos);
}
三分
#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    vec2 pos = vTexCoord.xy;
    if (pos.y<= 1.0/3.0) {
        pos.y = pos.y * 1.0;
    }else if(pos.y<= 2.0/3.0){
        pos.y = (pos.y - 1.0/3.0) * 1.0;
    }else{
        pos.y = (pos.y - 2.0/3.0) * 1.0;
    }
    outColor = texture(sTexture, pos);
}
四分
#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    vec2 pos = vTexCoord.xy;
    if(pos.x <= 0.5){
        pos.x = pos.x ;
    }else{
        pos.x = pos.x - 0.5;
    }

    if (pos.y<= 0.5) {
        pos.y = pos.y ;
    }else{
        pos.y = pos.y - 0.5;
    }
    outColor = texture(sTexture, pos);
}

也许你觉得四分屏时填满多好啊(图中),
如果每个分镜可以处理不同效果那就更棒了(图右)

#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    vec2 pos = vTexCoord.xy;
    if(pos.x <= 0.5){
        pos.x = pos.x * 2.0;
    }else{
        pos.x = (pos.x - 0.5) * 2.0;
    }

    if (pos.y<= 0.5) {
        pos.y = pos.y * 2.0;
    }else{
        pos.y = (pos.y - 0.5) * 2.0;
    }
    outColor = texture(sTexture, pos);
}

 四分特效其实也很简单,可就是分成四块去判断,分别处理罢了
核心的算法都是上面介绍过的。是不是感觉自己不知不觉就会写些复杂的对象了?

#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    vec2 pos = vTexCoord.xy;
    vec4 result;
    if(pos.x <= 0.5 && pos.y<= 0.5){ //左上
        pos.x = pos.x * 2.0;
        pos.y = pos.y * 2.0;
        vec4 color = texture(sTexture, pos);
        result = vec4(color.g, color.g, color.g, 1.0);
    }else if (pos.x >= 0.5 && pos.y<= 0.5){//右上
        pos.x = (pos.x - 0.5) * 2.0;
        pos.y = (pos.y - 0.5) * 2.0;
        vec4 color= texture(sTexture, pos);
        float r = color.r;
        float g = color.g;
        float b = color.b;
        g = r * 0.3 + g * 0.59 + b * 0.11;
        g= g <= 0.4 ? 0.0 : 1.0;
        result = vec4(g, g, g, 1.0);
    }else if (pos.y> 0.5 && pos.x < 0.5) {//左下
        pos.y = pos.y * 2.0;
        pos.x = pos.x * 2.0;
        vec4 color= texture(sTexture, pos);
        float r = color.r;
        float g = color.g;
        float b = color.b;
        r = 0.393* r + 0.769 * g + 0.189* b;
        g = 0.349 * r + 0.686 * g + 0.168 * b;
        b = 0.272 * r + 0.534 * g + 0.131 * b;
        result = vec4(r, g, b, 1.0);
    }else  if (pos.y> 0.5 && pos.x > 0.5){//右下
        pos.y = (pos.y - 0.5) * 2.0;
        pos.x = (pos.x - 0.5) * 2.0;
        vec4 color= texture(sTexture, pos);
        float r = color.r;
        float g = color.g;
        float b = color.b;
        b = 0.393* r + 0.769 * g + 0.189* b;
        g = 0.349 * r + 0.686 * g + 0.168 * b;
        r = 0.272 * r + 0.534 * g + 0.131 * b;
        result = vec4(r, g, b, 1.0);
    }
    outColor = result;
}
局部效果

可以控制位置量后,我们就可以做些有意思的事,比如,局部特效
可以通过区域的判断,来指定部分区域进行操作,比如(椭)圆

原来很简单,通过到指定点的距离判断,就可以截获区域

#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){

    float centerX =0.4;
    float centerY =0.8;
    float raduius =0.3;

    vec2 pos = vTexCoord.xy;

    vec4 color= texture(sTexture, vTexCoord);
    float r = color.r;
    float g = color.g;
    float b = color.b;
    
    if((pos.x-centerX)*(pos.x-centerX)+(pos.y-centerY)*(pos.y-centerY)<raduius*raduius){//表示在圆的区域内
        outColor = vec4(g, g, g, 1.0);
    }else{
        outColor = vec4(r, g, b, 1.0);
    }
}

注意,由于宽高不同,而最大值都是1.0,所以量纲是不同的
区域是椭圆也不用惊讶,解决方法很简单,传入一个宽高比校正即可
下面的rate可以提成变量,由java代码传入,java的Bitmap可以获取宽高
如果有闲情逸致,其他三个量也能提出来,就是一个灰图的探照灯
如果还有闲情逸致,可以定义多个特效效果,通过变量控制一下
就能变成特效探照灯,照到哪里,哪里就特效。

#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    float rate= 1000.0/1369.0;
    float centerX =0.5;
    float centerY =0.5/rate;
    float raduius =0.25;

    vec2 pos;
    pos.x = vTexCoord.x;
    pos.y= vTexCoord.y/rate;
    vec4 color= texture(sTexture, vTexCoord);
    float r = color.r;
    float g = color.g;
    float b = color.b;

    if ((pos.x-centerX)*(pos.x-centerX)+(pos.y-centerY)*(pos.y-centerY)<raduius*raduius){ //表示在圆的区域内
        outColor = vec4(g, g, g, 1.0);
    } else {
        outColor = vec4(r, g, b, 1.0);
    }
}
 光照效果

根据上面的效果,实现一下局部的光照效果

#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    float rate= 1000.0/1369.0;
    float centerX =0.5;
    float centerY =0.5/rate;
    float radius =0.6;
    float strength = 150.0/255.0;//#设置光照强度

    vec2 pos;
    pos.x = vTexCoord.x;
    pos.y= vTexCoord.y/rate;
    vec4 color= texture(sTexture, vTexCoord);
    float r = color.r;
    float g = color.g;
    float b = color.b;

    float distance = sqrt((pos.x-centerX)*(pos.x-centerX)+(pos.y-centerY)*(pos.y-centerY));

    if (distance<radius){ //表示在圆的区域内
        //按照距离大小计算增强的光照值
       float result = strength*( 1.0 - distance / radius );
        r =  r+result;
        g =  g+result;
        b =  b+result;
        outColor = vec4(r, g, b, 1.0);
    } else {
        outColor = vec4(r, g, b, 1.0);
    }
}
矩形马赛克

马赛克需要指定一行的个数,以及多少个占一块
比如100块,5*5,也就是一行20个小块。这些参数都可以提出去玩

#version 300 es
precision mediump float;
out vec4 outColor;

in vec2 vTexCoord;

uniform sampler2D sTexture;

void main(){
    float rate= 1000.0/1369.0;
    float cellX= 5.0;
    float cellY= 5.0;
    float rowCount=100.0;

    vec2 pos = vTexCoord;
    pos.x = pos.x*rowCount;
    pos.y = pos.y*rowCount/rate;
    
    pos = vec2(floor(pos.x/cellX)*cellX/rowCount, floor(pos.y/cellY)*cellY/(rowCount/rate))+ 0.5/rowCount*vec2(cellX, cellY);
    outColor = texture(sTexture, pos);
}

 局部特效以及会了,马赛克也ok了,局部马赛克还远吗?

局部马赛克

#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    float rate= 1000.0/1369.0;
    float centerX =0.4;
    float centerY =0.3/rate;
    float radius =0.15;

    float cellX= 1.0;
    float cellY=1.0;
    float rowCount=100.0;

    vec2 pos;
    pos.x = vTexCoord.x;
    pos.y= vTexCoord.y/rate;

    float distance = sqrt((pos.x-centerX)*(pos.x-centerX)+(pos.y-centerY)*(pos.y-centerY));

    if (distance<radius){ //表示在圆的区域内
        vec2 pos = vTexCoord;
        pos.x = pos.x*rowCount;
        pos.y = pos.y*rowCount/rate;

        pos = vec2(floor(pos.x/cellX)*cellX/rowCount, floor(pos.y/cellY)*cellY/(rowCount/rate))+ 0.5/rowCount*vec2(cellX, cellY);
        outColor = texture(sTexture, pos);
    } else {
        outColor = texture(sTexture, vTexCoord);
    }
}
 图片点阵

和矩形马赛克类似,将图片分成若干个块,当在cell半径之内, 绘制UVMosaic点的像素值,否则,绘制白色

#version 300 es
precision mediump float;
out vec4 outColor;
in vec2 vTexCoord;
uniform sampler2D sTexture;

void main(){
    float rate= 1000.0/1369.0;
    float cellX= 3.0;
    float cellY=3.0;
    float rowCount=100.0;

    vec2 sizeFmt=vec2(rowCount, rowCount/rate);
    vec2 sizeMsk=vec2(cellX, cellY/rate);
    vec2 posFmt = vec2(vTexCoord.x*sizeFmt.x, vTexCoord.y*sizeFmt.y);
    vec2 posMsk = vec2(floor(posFmt.x/sizeMsk.x)*sizeMsk.x, floor(posFmt.y/sizeMsk.y)*sizeMsk.y)+ 0.5*sizeMsk;
    
    float del = length(posMsk - posFmt);

    vec2 UVMosaic = vec2(posMsk.x/sizeFmt.x, posMsk.y/sizeFmt.y);

    vec4 result;
    if (del< cellX/2.0)
    result = texture(sTexture, UVMosaic);
    else
    result = vec4(1.0,1.0,1.0,0.0);
    outColor = result;
}

 基于此很容易实现圆形的马赛克

#version 300 es
//英雄所见...

void main(){
    //英雄所见...
    else
    result = texture(sTexture, vTexCoord);
    outColor = result;
}
 图片加点

这个特效让我赚了一顿午饭钱,需求是将图片变灰加点,本来毫无头绪
聪明的我灵机一动,这不就是小版的马赛克,载把马赛克区域涂黑吗?

#version 300 es
precision mediump float;
out vec4 outColor;

in vec2 vTexCoord;

uniform sampler2D sTexture;

void main(){
    float rate= 1000.0/1369.0;
    float cellX= 1.0;
    float cellY=1.0;
    float rowCount=100.0;
    float space =4.0;

    vec2 sizeFmt=vec2(rowCount, rowCount/rate);
    vec2 sizeMsk=vec2(cellX, cellY/rate);
    vec2 posFmt = vec2(vTexCoord.x*sizeFmt.x, vTexCoord.y*sizeFmt.y);
    vec2 posMsk = vec2(floor(posFmt.x/sizeMsk.x)*sizeMsk.x, floor(posFmt.y/sizeMsk.y)*sizeMsk.y)+ 0.5*sizeMsk;

    float del = length(posMsk - posFmt);
    vec2 UVMosaic = vec2(posMsk.x/sizeFmt.x, posMsk.y/sizeFmt.y);

    vec4 result;
    if (del< cellX/space)
    result=vec4(0.2,0.2,0.2,0.1);
    else
    result = texture(sTexture, vTexCoord);
    outColor = vec4(result.g,result.g,result.g,1.0);
}
 灵魂出窍

核心是周期性的获取一个逐渐放大,逐渐透明的图片和原图进行叠合

#version 300 es
precision highp float;
in vec2 vTexCoord;
out vec4 outColor;
uniform sampler2D sTexture;
//传递进来的时间
uniform float uProgress;

void main () {
  float t = 0.7; //周期
  float maxAlpha = 0.4;//第二图最大透明度
  float maxScale = 1.8;//第二图放大最大比率
  //进度
  float progress = mod(uProgress, t) / t; // 0~1
  //当前的透明度
  float alpha = maxAlpha * (1.0 - progress);
  //当前的放大比例
  float scale = 1.0 + (maxScale - 1.0) * progress;
  //根据放大比例获取新的图层纹理坐标
  vec2 weakPos = vec2(0.5 + (vTexCoord.x - 0.5) / scale, 0.5 + (vTexCoord.y - 0.5) / scale);

  //新图层纹理坐标对应的纹理像素值
  vec4 weakMask = texture(sTexture, weakPos);
  vec4 mask = texture(sTexture, vTexCoord);

  //纹理像素值的混合公式,获得混合后的实际颜色
  outColor = mask * (1.0 - alpha) + weakMask * alpha;
}

本文转载至张风捷特烈 的个人主页 - 文章 - 掘金 

猜你喜欢

转载自blog.csdn.net/qq_40179458/article/details/132226255
今日推荐