IOS – OpenGL ES 图像球形折射 GPUImageSphereRefractionFilter

2023-04-01 08:24:28 浏览数 (2)

一.简介

GPUImage 共 125 个滤镜, 分为四类

1、Color adjustments : 31 filters , 颜色处理相关 2、Image processing : 40 filters , 图像处理相关. 3、Blending modes : 29 filters , 混合模式相关. 4、Visual effects : 25 filters , 视觉效果相关.

GPUImageSphereRefractionFilter 属于 GPUImage 图像视觉效果相关,用来处理图像球形折射效果。shader 源码如下:

代码语言:javascript复制
/******************************************************************************************/
//@Author:猿说编程
//@Blog(个人博客地址): www.codersrc.com
//@File:IOS – OpenGL ES 图像球形折射 GPUImageSphereRefractionFilter
//@Time:2022/06/03 06:30
//@Motto:不积跬步无以至千里,不积小流无以成江海,程序人生的精彩需要坚持不懈地积累!
/******************************************************************************************/

#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageSphereRefractionFragmentShaderString = SHADER_STRING
(
 varying highp vec2 textureCoordinate;

 uniform sampler2D inputImageTexture;

 uniform highp vec2 center;
 uniform highp float radius;
 uniform highp float aspectRatio;
 uniform highp float refractiveIndex;

 void main()
 {
     highp vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio   0.5 - 0.5 * aspectRatio));
     highp float distanceFromCenter = distance(center, textureCoordinateToUse);
     lowp float checkForPresenceWithinSphere = step(distanceFromCenter, radius);

     distanceFromCenter = distanceFromCenter / radius;

     highp float normalizedDepth = radius * sqrt(1.0 - distanceFromCenter * distanceFromCenter);
     highp vec3 sphereNormal = normalize(vec3(textureCoordinateToUse - center, normalizedDepth));

     highp vec3 refractedVector = refract(vec3(0.0, 0.0, -1.0), sphereNormal, refractiveIndex);

     gl_FragColor = texture2D(inputImageTexture, (refractedVector.xy   1.0) * 0.5) * checkForPresenceWithinSphere;
 }
);
#else
NSString *const kGPUImageSphereRefractionFragmentShaderString = SHADER_STRING
(
 varying vec2 textureCoordinate;

 uniform sampler2D inputImageTexture;

 uniform vec2 center;
 uniform float radius;
 uniform float aspectRatio;
 uniform float refractiveIndex;

 void main()
 {
     vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio   0.5 - 0.5 * aspectRatio));
     float distanceFromCenter = distance(center, textureCoordinateToUse);
     float checkForPresenceWithinSphere = step(distanceFromCenter, radius);

     distanceFromCenter = distanceFromCenter / radius;

     float normalizedDepth = radius * sqrt(1.0 - distanceFromCenter * distanceFromCenter);
     vec3 sphereNormal = normalize(vec3(textureCoordinateToUse - center, normalizedDepth));

     vec3 refractedVector = refract(vec3(0.0, 0.0, -1.0), sphereNormal, refractiveIndex);

     gl_FragColor = texture2D(inputImageTexture, (refractedVector.xy   1.0) * 0.5) * checkForPresenceWithinSphere;
 }
);
#endif

二.效果演示

使用GPUImageSphereRefractionFilter** **完成**图像球形折射**效果****,原图:

使用GPUImageSphereRefractionFilter** **完成图像球形折射效果****

三.源码下载

OpenGL ES Demo 下载地址 : IOS – OpenGL ES 图像球形折射 GPUImageSphereRefractionFilter

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