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.
GPUImagePinchDistortionFilter 属于 GPUImage 图像视觉效果相关,用来处理图像凹面镜放大。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 图像凹面镜效果 GPUImagePinchDistortionFilter
//@Time:2022/06/01 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 kGPUImagePinchDistortionFragmentShaderString = SHADER_STRING
(
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float aspectRatio;
uniform highp vec2 center;
uniform highp float radius;
uniform highp float scale;
void main()
{
highp vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio 0.5 - 0.5 * aspectRatio));
highp float dist = distance(center, textureCoordinateToUse);
textureCoordinateToUse = textureCoordinate;
if (dist < radius)
{
textureCoordinateToUse -= center;
highp float percent = 1.0 ((0.5 - dist) / 0.5) * scale;
textureCoordinateToUse = textureCoordinateToUse * percent;
textureCoordinateToUse = center;
gl_FragColor = texture2D(inputImageTexture, textureCoordinateToUse );
}
else
{
gl_FragColor = texture2D(inputImageTexture, textureCoordinate );
}
}
);
#else
NSString *const kGPUImagePinchDistortionFragmentShaderString = SHADER_STRING
(
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float aspectRatio;
uniform vec2 center;
uniform float radius;
uniform float scale;
void main()
{
vec2 textureCoordinateToUse = vec2(textureCoordinate.x, (textureCoordinate.y * aspectRatio 0.5 - 0.5 * aspectRatio));
float dist = distance(center, textureCoordinateToUse);
textureCoordinateToUse = textureCoordinate;
if (dist < radius)
{
textureCoordinateToUse -= center;
float percent = 1.0 ((0.5 - dist) / 0.5) * scale;
textureCoordinateToUse = textureCoordinateToUse * percent;
textureCoordinateToUse = center;
gl_FragColor = texture2D(inputImageTexture, textureCoordinateToUse );
}
else
{
gl_FragColor = texture2D(inputImageTexture, textureCoordinate );
}
}
);
#endif
二.效果演示
使用GPUImagePinchDistortionFilter** **完成图像凹面镜放大效果****,原图:
使用GPUImagePinchDistortionFilter** **完成图像凹面镜效果****:
三.源码下载
OpenGL ES Demo 下载地址 : IOS – OpenGL ES 图像凹面镜放大效果 GPUImagePinchDistortionFilter