Created
May 14, 2013 22:06
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This is Filter for https://github.com/kazukitanaka0611/GLCameraTemplate
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@implementation ThresholdSketchFilterOpenGLView | |
#pragma mark - | |
- (NSString *)getVertexShaderString | |
{ | |
NSString *const kVertexShaderString = SHADER_STRING | |
( | |
attribute vec4 position; | |
attribute vec4 inputTextureCoordinate; | |
uniform lowp float mirror; | |
uniform float texelWidth; | |
uniform float texelHeight; | |
varying vec2 textureCoordinate; | |
varying vec2 leftTextureCoordinate; | |
varying vec2 rightTextureCoordinate; | |
varying vec2 topTextureCoordinate; | |
varying vec2 topLeftTextureCoordinate; | |
varying vec2 topRightTextureCoordinate; | |
varying vec2 bottomTextureCoordinate; | |
varying vec2 bottomLeftTextureCoordinate; | |
varying vec2 bottomRightTextureCoordinate; | |
void main() | |
{ | |
highp vec4 pos = position; | |
pos.x *= mirror; | |
gl_Position = pos; | |
vec2 widthStep = vec2(texelWidth, 0.0); | |
vec2 heightStep = vec2(0.0, texelHeight); | |
vec2 widthHeightStep = vec2(texelWidth, texelHeight); | |
vec2 widthNegativeHeightStep = vec2(texelWidth, -texelHeight); | |
textureCoordinate = inputTextureCoordinate.xy; | |
leftTextureCoordinate = inputTextureCoordinate.xy - widthStep; | |
rightTextureCoordinate = inputTextureCoordinate.xy + widthStep; | |
topTextureCoordinate = inputTextureCoordinate.xy - heightStep; | |
topLeftTextureCoordinate = inputTextureCoordinate.xy - widthHeightStep; | |
topRightTextureCoordinate = inputTextureCoordinate.xy + widthNegativeHeightStep; | |
bottomTextureCoordinate = inputTextureCoordinate.xy + heightStep; | |
bottomLeftTextureCoordinate = inputTextureCoordinate.xy - widthNegativeHeightStep; | |
bottomRightTextureCoordinate = inputTextureCoordinate.xy + widthHeightStep; | |
} | |
); | |
return kVertexShaderString; | |
} | |
#pragma mark - | |
- (NSString *)getFragmentShaderString | |
{ | |
NSString *const kFragmentShaderString = SHADER_STRING | |
( | |
precision highp float; | |
varying vec2 textureCoordinate; | |
varying vec2 leftTextureCoordinate; | |
varying vec2 rightTextureCoordinate; | |
varying vec2 topTextureCoordinate; | |
varying vec2 topLeftTextureCoordinate; | |
varying vec2 topRightTextureCoordinate; | |
varying vec2 bottomTextureCoordinate; | |
varying vec2 bottomLeftTextureCoordinate; | |
varying vec2 bottomRightTextureCoordinate; | |
uniform sampler2D inputImageTexture; | |
uniform lowp float threshold; | |
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721); | |
void main() | |
{ | |
float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r; | |
float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r; | |
float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r; | |
float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r; | |
float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r; | |
float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r; | |
float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r; | |
float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r; | |
float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity; | |
float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity; | |
float mag = 1.0 - length(vec2(h, v)); | |
mag = step(threshold, mag); | |
gl_FragColor = vec4(vec3(mag), 1.0); | |
} | |
); | |
return kFragmentShaderString; | |
} | |
#pragma mark - | |
- (void)setUniform | |
{ | |
glUniform1f(glGetUniformLocation(self.programHandle, "texelWidth"), 1.0 / self.frame.size.width); | |
glUniform1f(glGetUniformLocation(self.programHandle, "texelHeight"), 1.0 / self.frame.size.height); | |
glUniform1f(glGetUniformLocation(self.programHandle, "threshold"), 0.9); | |
} | |
@end |
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