本文利用卷积实现图像的平滑过滤,卷积是一种很常见的数字图像处理操作,可以用来过滤一副图像,实现过滤的方法是计算原图像与卷积内核之间的积,所谓卷积内核是指一个nxn的矩阵,n一般为奇数,进行卷积计算时将卷积内核对待处理图像中的每个像素都应用一次。
实现平滑过滤的卷积内核
效果图
核心实现在片元shader中
- precision mediump float;
- varying vec2 vTextureCoord;
- uniform sampler2D sTexture;
- void main()
- {
-
- vec2 offset0=vec2(-1.0,-1.0); vec2 offset1=vec2(0.0,-1.0); vec2 offset2=vec2(1.0,-1.0);
- vec2 offset3=vec2(-1.0,0.0); vec2 offset4=vec2(0.0,0.0); vec2 offset5=vec2(1.0,0.0);
- vec2 offset6=vec2(-1.0,1.0); vec2 offset7=vec2(0.0,1.0); vec2 offset8=vec2(1.0,1.0);
- const float scaleFactor=1.0/9.0;
-
-
- float kernelValue0 = 1.0; float kernelValue1 = 1.0; float kernelValue2 = 1.0;
- float kernelValue3 = 1.0; float kernelValue4 = 1.0; float kernelValue5 = 1.0;
- float kernelValue6 = 1.0; float kernelValue7 = 1.0; float kernelValue8 = 1.0;
-
- vec4 sum;
-
- vec4 cTemp0,cTemp1,cTemp2,cTemp3,cTemp4,cTemp5,cTemp6,cTemp7,cTemp8;
- cTemp0=texture2D(sTexture, vTextureCoord.st + offset0.xy/512.0);
- cTemp1=texture2D(sTexture, vTextureCoord.st + offset1.xy/512.0);
- cTemp2=texture2D(sTexture, vTextureCoord.st + offset2.xy/512.0);
- cTemp3=texture2D(sTexture, vTextureCoord.st + offset3.xy/512.0);
- cTemp4=texture2D(sTexture, vTextureCoord.st + offset4.xy/512.0);
- cTemp5=texture2D(sTexture, vTextureCoord.st + offset5.xy/512.0);
- cTemp6=texture2D(sTexture, vTextureCoord.st + offset6.xy/512.0);
- cTemp7=texture2D(sTexture, vTextureCoord.st + offset7.xy/512.0);
- cTemp8=texture2D(sTexture, vTextureCoord.st + offset8.xy/512.0);
-
- sum =kernelValue0*cTemp0+kernelValue1*cTemp1+kernelValue2*cTemp2+
- kernelValue3*cTemp3+kernelValue4*cTemp4+kernelValue5*cTemp5+
- kernelValue6*cTemp6+kernelValue7*cTemp7+kernelValue8*cTemp8;
- gl_FragColor=sum*scaleFactor;
- }
完整代码下载
http://download.csdn.net/detail/hb707934728/9677655