着色器代码
虽然知道磨皮应该用双边滤波算法,但实际上我并不懂具体的代码编写过程,因此着色器代码用的是 GitHub 上找的一个项目:WSLiveDemo ,顶点着色器如下:
#version 300 es
layout(location=0) in vec4 aPosition;
layout(location=1) in vec4 aTexCoord;
uniform mat4 mMatrix;
out vec2 vTexCoord;
void main() {
vTexCoord = (mMatrix * aTexCoord).xy;
gl_Position = aPosition;
}
片段着色器如下:
#version 300 es
#extension GL_OES_EGL_image_external_essl3 : require
precision highp float;
in highp vec2 vTexCoord;
uniform samplerExternalOES sTexture;
uniform highp vec2 singleStepOffset;
uniform highp vec4 params;
uniform highp float brightness;
const highp vec3 W = vec3(0.299, 0.587, 0.114);
const highp mat3 saturateMatrix = mat3(
1.1102, -0.0598, -0.061,
-0.0774, 1.0826, -0.1186,
-0.0228, -0.0228, 1.1772);
highp vec2 blurCoordinates[24];
highp float hardLight(highp float color) {
if (color <= 0.5)
color = color * color * 2.0;
else
color = 1.0 - ((1.0 - color)*(1.0 - color) * 2.0);
return color;
}
layout(location=0) out vec4 fragColor;
void main() {
highp vec3 centralColor = texture(sTexture, vTexCoord).rgb;
blurCoordinates[0] = vTexCoord.xy + singleStepOffset * vec2(0.0, -10.0);
blurCoordinates[1] = vTexCoord.xy + singleStepOffset * vec2(0.0, 10.0);
blurCoordinates[2] = vTexCoord.xy + singleStepOffset * vec2(-10.0, 0.0);
blurCoordinates[3] = vTexCoord.xy + singleStepOffset * vec2(10.0, 0.0);
blurCoordinates[4] = vTexCoord.xy + singleStepOffset * vec2(5.0, -8.0);
blurCoordinates[5] = vTexCoord.xy + singleStepOffset * vec2(5.0, 8.0);
blurCoordinates[6] = vTexCoord.xy + singleStepOffset * vec2(-5.0, 8.0);
blurCoordinates[7] = vTexCoord.xy + singleStepOffset * vec2(-5.0, -8.0);
blurCoordinates[8] = vTexCoord.xy + singleStepOffset * vec2(8.0, -5.0);
blurCoordinates[9] = vTexCoord.xy + singleStepOffset * vec2(8.0, 5.0);
blurCoordinates[10] = vTexCoord.xy + singleStepOffset * vec2(-8.0, 5.0);
blurCoordinates[