1. Picture-in-picture filter
Picture-in-picture: The original texture is sampled into an area in the middle of the screen, and the texture coordinates of the area outside the screen are scaled before sampling.
#version 300 es
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D s_textureY;
uniform sampler2D s_textureU;
uniform sampler2D s_textureV;
const float OFFSET_LEVEL = 0.15;
const float SCALE_LEVEL = 4.0;
vec4 YuvToRgb(vec2 uv) {
float y, u, v, r, g, b;
y = texture(s_textureY, uv).r;
u = texture(s_textureU, uv).r;
v = texture(s_textureV, uv).r;
u = u - 0.5;
v = v - 0.5;
r = y + 1.403 * v;
g = y - 0.344 * u - 0.714 * v;
b = y + 1.770 * u;
return vec4(r, g, b, 1.0);
}
vec2 scale(vec2 uv, float level)
{
vec2 center = vec2(0.5, 0.5);
vec2 newTexCoord = uv.xy;
newTexCoord -= center;
newTexCoord = newTexCoord / level;
newTexCoord += center;
return newTexCoord;
}
void main()
{
if(OFFSET_LEVEL < v_texcoord.x && v_texcoord.x < (1.0 - OFFSET_LEVEL)
&& OFFSET_LEVEL < v_texcoord.y && v_texcoord.y < (1.0 - OFFSET_LEVEL))
{
//将原图下采样到指定区域中
vec2 newTexCoord = v_texcoord;
newTexCoord -= OFFSET_LEVEL;
newTexCoord = newTexCoord / (1.0 - 2.0 * OFFSET_LEVEL);
gl_FragColor = YuvToRgb(newTexCoord);
}
else
{
//原纹理坐标缩放之后再进行采样
gl_FragColor = YuvToRgb(scale(v_texcoord, SCALE_LEVEL));
}
}
2. Out of body
The principle of the soul out of body filter: according to the offset, scale transforms the texture coordinates, samples them separately, and then performs weighted mixing according to the mixing coefficient.
#version 300 es
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D s_textureY;
uniform sampler2D s_textureU;
uniform sampler2D s_textureV;
uniform float u_offset;
uniform vec2 texSize;
const float MAX_ALPHA = 0.5;
const float MAX_SCALE = 0.8;
vec4 YuvToRgb(vec2 uv) {
float y, u, v, r, g, b;
y = texture(s_textureY, uv).r;
u = texture(s_textureU, uv).r;
v = texture(s_textureV, uv).r;
u = u - 0.5;
v = v - 0.5;
r = y + 1.403 * v;
g = y - 0.344 * u - 0.714 * v;
b = y + 1.770 * u;
return vec4(r, g, b, 1.0);
}
//灵魂出窍
void main()
{
//根据偏移量计算混合系数 alpha
float alpha = MAX_ALPHA * (1.0 - u_offset);
//根据偏移量计算混合系数 scale
float scale = 1.0 + u_offset * MAX_SCALE;
//缩放操作
float scale_x = 0.5 + (v_texcoord.x - 0.5) / scale;
float scale_y = 0.5 + (v_texcoord.y - 0.5) / scale;
vec2 scaleCoord = vec2(scale_x, scale_y);
vec4 maskColor = YuvToRgb(scaleCoord);
vec4 originColor = YuvToRgb(v_texcoord);
//加权混合
gl_FragColor = originColor * (1.0 - alpha) + maskColor * alpha;
}
3. Color separation shift
The principle of the color separation offset filter: offset based on the original texture coordinates, sample them separately and then synthesize them according to the RGBA channel to form a new color.
#version 300 es
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D s_textureY;
uniform sampler2D s_textureU;
uniform sampler2D s_textureV;
uniform float u_offset;
vec4 YuvToRgb(vec2 uv) {
float y, u, v, r, g, b;
y = texture(s_textureY, uv).r;
u = texture(s_textureU, uv).r;
v = texture(s_textureV, uv).r;
u = u - 0.5;
v = v - 0.5;
r = y + 1.403 * v;
g = y - 0.344 * u - 0.714 * v;
b = y + 1.770 * u;
return vec4(r, g, b, 1.0);
}
//分色偏移
void main()
{
vec4 originColor = YuvToRgb(v_texcoord);
//右下方偏移
vec4 offsetColor0 = YuvToRgb(vec2(v_texcoord.x + u_offset, v_texcoord.y + u_offset));
//左上方偏移
vec4 offsetColor1 = YuvToRgb(vec2(v_texcoord.x - u_offset, v_texcoord.y - u_offset));
//混合成一个颜色输出
gl_FragColor = vec4(originColor.r, offsetColor1.g, offsetColor0.b, originColor.a);
}
4. Rotating circle
Rotated circle: All pixels within a certain radius are rotated according to the angle converted from the offset, and pixels outside the radius are rendered normally.
#version 300 es
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D s_textureY;
uniform sampler2D s_textureU;
uniform sampler2D s_textureV;
uniform float u_offset;
uniform vec2 texSize;
const float PI = 3.141592653;
vec4 YuvToRgb(vec2 uv) {
float y, u, v, r, g, b;
y = texture(s_textureY, uv).r;
u = texture(s_textureU, uv).r;
v = texture(s_textureV, uv).r;
u = u - 0.5;
v = v - 0.5;
r = y + 1.403 * v;
g = y - 0.344 * u - 0.714 * v;
b = y + 1.770 * u;
return vec4(r, g, b, 1.0);
}
//旋转的圆
void main()
{
//纹理坐标转为图片坐标
vec2 imgTex = v_texcoord * texSize;
float r = 0.3 * texSize.x; //设置半径为图片宽度的 0.3 倍
//取圆心为中心点
if(distance(imgTex, vec2(texSize.x / 2.0, texSize.y / 2.0)) < r)
{
vec2 tranTex = v_texcoord - 0.5;
vec2 imgTranTex = tranTex * texSize;
float len = length(imgTranTex);
float angle = 0.0;
angle = acos(imgTranTex.x / len);
if(tranTex.y < 0.0)
{
angle *= -1.0;
}
angle -= u_offset;
imgTranTex.x = len * cos(angle);
imgTranTex.y = len * sin(angle);
vec2 newTexCoors = imgTranTex / texSize + 0.5;
gl_FragColor = YuvToRgb(newTexCoors);
}
else
{
gl_FragColor = YuvToRgb(v_texcoord);
}
}