
这就是我现在所拥有的:
precision mediump float;varying highp vec2 textureCoordinate;varying highp vec2 textureCoordinate2;uniform sampler2D inputimageTexture;uniform sampler2D inputimageTexture2;uniform float inputimageTextureWIDth;uniform float inputimageTextureHeight;#define PI 3.14159265float wIDth = inputimageTextureWIDth; //texture wIDthfloat height = inputimageTextureHeight; //texture heightvec2 texel = vec2(1.0/wIDth,1.0/height);//uniform variables from external scriptuniform float focalDepth; //focal distance value in meters,but you may use autofocus option belowuniform float focalLength; //focal length in mmuniform float fstop; //f-stop valuebool showFocus = false; //show deBUG focus point and focal range (red = focal point,green = focal range)float znear = 0.1; //camera clipPing startfloat zfar = 5.0; //camera clipPing end//------------------------------------------//user variablesint samples = 3; //samples on the first ringint rings = 3; //ring countbool manualdof = false; //manual dof calculationfloat ndofstart = 1.0; //near dof blur startfloat ndofdist = 2.0; //near dof blur falloff distancefloat fdofstart = 1.0; //far dof blur startfloat fdofdist = 3.0; //far dof blur falloff distancefloat CoC = 0.03;//circle of confusion size in mm (35mm film = 0.03mm)bool vignetting = false; //use optical lens vignetting?float vignout = 1.3; //vignetting outer borderfloat vignin = 0.0; //vignetting inner borderfloat vignfade = 22.0; //f-stops till vignete fadesbool autofocus = false; //use autofocus in shader? disable if you use external focalDepth valuevec2 focus = vec2(0.5,0.5); // autofocus point on screen (0.0,0.0 - left lower corner,1.0,1.0 - upper right)float maxblur = 1.0; //clamp value of max blur (0.0 = no blur,1.0 default)float threshold = 0.5; //highlight threshold;float gain = 2.0; //highlight gain;float bias = 0.5; //bokeh edge biasfloat fringe = 0.7; //bokeh @R_756_4048@ aberration/fringingbool noise = false; //use noise instead of pattern for sample ditheringfloat namount = 0.0001; //dither amountbool depthblur = false; //blur the depth buffer?float dbsize = 1.25; //depthblursize/* next part is experimental not looking good with small sample and ring count looks okay starting from samples = 4,rings = 4 */bool pentagon = false; //use pentagon as bokeh shape?float feather = 0.4; //pentagon shape feather//------------------------------------------float penta(vec2 coords) //pentagonal shape{ float scale = float(rings) - 1.3; vec4 HS0 = vec4( 1.0,0.0,1.0); vec4 HS1 = vec4( 0.309016994,0.951056516,1.0); vec4 HS2 = vec4(-0.809016994,0.587785252,1.0); vec4 HS3 = vec4(-0.809016994,-0.587785252,1.0); vec4 HS4 = vec4( 0.309016994,-0.951056516,1.0); vec4 HS5 = vec4( 0.0,1.0); vec4 one = vec4( 1.0 ); vec4 P = vec4((coords),vec2(scale,scale)); vec4 dist = vec4(0.0); float inorout = -4.0; dist.x = dot( P,HS0 ); dist.y = dot( P,HS1 ); dist.z = dot( P,HS2 ); dist.w = dot( P,HS3 ); dist = smoothstep( -feather,feather,dist ); inorout += dot( dist,one ); dist.x = dot( P,HS4 ); dist.y = HS5.w - abs( P.z ); dist = smoothstep( -feather,dist ); inorout += dist.x; return clamp( inorout,1.0 );}float bdepth(vec2 coords) //blurring depth{ float d = 0.0; float kernel[9]; vec2 offset[9]; vec2 wh = vec2(texel.x,texel.y) * dbsize; offset[0] = vec2(-wh.x,-wh.y); offset[1] = vec2( 0.0,-wh.y); offset[2] = vec2( wh.x -wh.y); offset[3] = vec2(-wh.x,0.0); offset[4] = vec2( 0.0,0.0); offset[5] = vec2( wh.x,0.0); offset[6] = vec2(-wh.x,wh.y); offset[7] = vec2( 0.0,wh.y); offset[8] = vec2( wh.x,wh.y); kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0; kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0; kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0; for( int i=0; i<9; i++ ) { float tmp = texture2D(inputimageTexture2,coords + offset[i]).r; d += tmp * kernel[i]; } return d;}vec3 color(vec2 coords,float blur) //processing the sample{ vec3 col = vec3(0.0); col.r = texture2D(inputimageTexture,coords + vec2(0.0,1.0)*texel*fringe*blur).r; col.g = texture2D(inputimageTexture,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g; col.b = texture2D(inputimageTexture,coords + vec2(0.866,-0.5)*texel*fringe*blur).b; vec3 lumcoeff = vec3(0.299,0.587,0.114); float lum = dot(col.rgb,lumcoeff); float thresh = max((lum-threshold)*gain,0.0); return col+mix(vec3(0.0),col,thresh*blur);}vec2 rand(vec2 coord) //generating noise/pattern texture for dithering{ float noiseX = ((fract(1.0-coord.s*(wIDth/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0; float noiseY = ((fract(1.0-coord.s*(wIDth/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0; if (noise) { noiseX = clamp(fract(sin(dot(coord,vec2(12.9898,78.233))) * 43758.5453),1.0)*2.0-1.0; noiseY = clamp(fract(sin(dot(coord,78.233)*2.0)) * 43758.5453),1.0)*2.0-1.0; } return vec2(noiseX,noiseY);}vec3 deBUGFocus(vec3 col,float blur,float depth){ float edge = 0.002*depth; //distance based edge smoothing float m = clamp(smoothstep(0.0,edge,blur),1.0); float e = clamp(smoothstep(1.0-edge,1.0); col = mix(col,vec3(1.0,0.0),(1.0-m)*0.6); col = mix(col,vec3(0.0,1.0),((1.0-e)-(1.0-m))*0.2); return col;}float linearize(float depth){ return -zfar * znear / (depth * (zfar - znear) - zfar);}float vignette(){ float dist = distance(textureCoordinate.xy,vec2(0.5,0.5)); dist = smoothstep(vignout+(fstop/vignfade),vignin+(fstop/vignfade),dist); return clamp(dist,1.0);}voID main(){ //scene depth calculation float depth = linearize(texture2D(inputimageTexture2,textureCoordinate2.xy).x); if (depthblur) { depth = linearize(bdepth(textureCoordinate2.xy)); } //focal plane calculation float fDepth = focalDepth; if (autofocus) { fDepth = linearize(texture2D(inputimageTexture2,focus).x); } //dof blur factor calculation float blur = 0.0; if (manualdof) { float a = depth-fDepth; //focal plane float b = (a-fdofstart)/fdofdist; //far DoF float c = (-a-ndofstart)/ndofdist; //near Dof blur = (a>0.0)?b:c; } else { float f = focalLength; //focal length in mm float d = fDepth*1000.0; //focal plane in mm float o = depth*1000.0; //depth in mm float a = (o*f)/(o-f); float b = (d*f)/(d-f); float c = (d-f)/(d*fstop*CoC); blur = abs(a-b)*c; } blur = clamp(blur,1.0); // calculation of pattern for ditering vec2 noise = rand(textureCoordinate.xy)*namount*blur; // getting blur x and y step factor float w = (1.0/wIDth)*blur*maxblur+noise.x; float h = (1.0/height)*blur*maxblur+noise.y; // calculation of final color vec3 col = vec3(0.0); if(blur < 0.05) //some optimization thingy { col = texture2D(inputimageTexture,textureCoordinate.xy).rgb; } else { col = texture2D(inputimageTexture,textureCoordinate.xy).rgb; float s = 1.0; int ringsamples; for (int i = 1; i <= rings; i += 1) { ringsamples = i * samples; for (int j = 0 ; j < ringsamples ; j += 1) { float step = PI*2.0 / float(ringsamples); float pw = (cos(float(j)*step)*float(i)); float ph = (sin(float(j)*step)*float(i)); float p = 1.0; if (pentagon) { p = penta(vec2(pw,ph)); } col += color(textureCoordinate.xy + vec2(pw*w,ph*h),blur)*mix(1.0,(float(i))/(float(rings)),bias)*p; s += 1.0*mix(1.0,bias)*p; } } col /= s; //divIDe by sample count } if (showFocus) { col = deBUGFocus(col,blur,depth); } if (vignetting) { col *= vignette(); } gl_Fragcolor.rgb = col; gl_Fragcolor.a = 1.0;} 这是我的散景过滤器,GPUImageTwoinputFilter的子类:
@implementation GPUImagebokehFilter- (ID)init;{ Nsstring *fragmentShaderPathname = [[NSBundle mainBundle] pathForResource:@"bokehShader" ofType:@"fsh"]; Nsstring *fragmentShaderString = [Nsstring stringWithContentsOffile:fragmentShaderPathname enCoding:NSUTF8StringEnCoding error:nil]; if (!(self = [super initWithFragmentShaderFromString:fragmentShaderString])) { return nil; } focalDepthUniform = [filterProgram uniformIndex:@"focalDepth"]; focalLengthUniform = [filterProgram uniformIndex:@"focalLength"]; fStopUniform = [filterProgram uniformIndex:@"fstop"]; [self setFocalDepth:1.0]; [self setFocalLength:35.0]; [self setFStop:2.2]; return self;}#pragma mark -#pragma mark Accessors- (voID)setFocalDepth:(float)focalDepth { _focalDepth = focalDepth; [self setfloat:_focalDepth forUniform:focalDepthUniform program:filterProgram];}- (voID)setFocalLength:(float)focalLength { _focalLength = focalLength; [self setfloat:_focalLength forUniform:focalLengthUniform program:filterProgram];}- (voID)setFStop:(CGfloat)fStop { _fStop = fStop; [self setfloat:_fStop forUniform:fStopUniform program:filterProgram];}@end 最后,这是我使用所述过滤器的方式:
@implementation VIEwController { GPUImagebokehFilter *bokehFilter; GPUImagePicture *bokehMap; UIImage *inputimage;}- (voID)vIEwDIDLoad{ [super vIEwDIDLoad]; inputimage = [UIImage imagenamed:@"stones"]; bokehMap = [[GPUImagePicture alloc] initWithImage:[UIImage imagenamed:@"bokehmask"]]; _backgroundImage.image = inputimage; bokehFilter = [[GPUImagebokehFilter alloc] init]; [self processImage];}- (IBAction)datainputUpdated:(ID)sender { [self processImage];}- (voID *)processImage { dispatch_async(dispatch_get_global_queue( disPATCH_QUEUE_PRIORITY_DEFAulT,0),^{ GPUImagePicture *gpuPicture = [[GPUImagePicture alloc] initWithImage:inputimage]; [gpuPicture addTarget:bokehFilter]; [gpuPicture processImage]; [bokehMap addTarget:bokehFilter]; [bokehMap processImage]; [bokehFilter useNextFrameForImageCapture]; [bokehFilter setfloat:inputimage.size.wIDth forUniformname:@"inputimageTextureWIDth"]; [bokehFilter setfloat:inputimage.size.height forUniformname:@"inputimageTextureHeight"]; UIImage *blurredImage = [bokehFilter imageFromCurrentFramebuffer]; dispatch_async(dispatch_get_main_queue(),^{ [self displayNewImage:blurredImage]; }); });}- (voID)displayNewImage:(UIImage*)newImage { [UIVIEw TransitionWithVIEw:_backgroundImage duration:.6f options:UIVIEwAnimationoptionTransitionCrossdissolve animations:^{ _backgroundImage.image = newImage; } completion:nil];}... 第一个图像是我试图模糊的图像,第二个图像是一个随机渐变来测试着色器的深度图:
当我在iPhone上启动应用程序时,我得到了这个:
移动滑块(触发datainputChanged方法)后,我得到:
虽然这看起来比第一张图片要好得多,但我仍有一些问题:
>有一条对角线的嘈杂线(在我放在图片上的红线内)似乎没有模糊.
>图像的左上角是模糊的,即使它不应该是模糊的.
为什么我会得到这种奇怪的行为?着色器输出不应该每次都相同吗?
另外,我如何让它尊重深度图?我的GLSL着色器知识非常有限,所以请耐心等待.
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