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
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效果图
核心实现在片元shader中
- precision mediump float;//给出默认浮点精度
- varying vec2 vTextureCoord;//从顶点着色器传递过来的纹理坐标
- uniform sampler2D sTexture;//纹理内容数据
- void main()
- {
- //给出卷积内核中各个元素对应像素相对于待处理像素的纹理坐标偏移量 3*3内核
- 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;//给出最终求和时的加权因子(调整亮度)
- //卷积内核中各个位置的值
- 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;//最终的颜色和
- //获取卷积内核中各个元素对应像素的颜色值
- 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);
- //颜色求和
- sum =kernelValue0*cTemp0+kernelValue1*cTemp1+kernelValue2*cTemp2+
- kernelValue3*cTemp3+kernelValue4*cTemp4+kernelValue5*cTemp5+
- kernelValue6*cTemp6+kernelValue7*cTemp7+kernelValue8*cTemp8;
- gl_FragColor=sum*scaleFactor;//进行亮度加权后将最终颜色传递给管线
- }
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