问题描述
我正在寻找sobel着色器,它将允许我更改倍增器。
我发现了以下内容 https://forum.processing.org/two/discussion/21746/multipass-shader-example https://github.com/cansik/processing-postfx
,并使用了提供的以下着色器,但是着色器不会刷新。 现在,处理示例中的默认边缘检测确实允许刷新,但是会产生质量较差的边缘检测。
我想适应的代码
// Adapted from:
// <a href="http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html" target="_blank" rel="nofollow">http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html</a>
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_TEXTURE_SHADER
uniform sampler2D texture;
uniform float mult;
varying vec4 vertColor;
varying vec4 vertTexCoord;
uniform vec2 resolution;
void main(void) {
float x = 1.0 / resolution.x;
float y = 1.0 / resolution.y;
vec4 horizEdge = vec4( 0.0 );
horizEdge -= texture2D( texture,vec2( vertTexCoord.x - x,vertTexCoord.y - y ) ) * 1.0;
horizEdge -= texture2D( texture,vertTexCoord.y ) ) * 2.0;
horizEdge -= texture2D( texture,vertTexCoord.y + y ) ) * 1.0;
horizEdge += texture2D( texture,vec2( vertTexCoord.x + x,vertTexCoord.y - y ) ) * 1.0;
horizEdge += texture2D( texture,vertTexCoord.y ) ) * 2.0;
horizEdge += texture2D( texture,vertTexCoord.y + y ) ) * 1.0;
vec4 vertEdge = vec4( 0.0 );
vertEdge -= texture2D( texture,vertTexCoord.y - y ) ) * 1.0;
vertEdge -= texture2D( texture,vec2( vertTexCoord.x,vertTexCoord.y - y ) ) * 2.0;
vertEdge -= texture2D( texture,vertTexCoord.y - y ) ) * 1.0;
vertEdge += texture2D( texture,vertTexCoord.y + y ) ) * 1.0;
vertEdge += texture2D( texture,vertTexCoord.y + y ) ) * 2.0;
vertEdge += texture2D( texture,vertTexCoord.y + y ) ) * 1.0;
vec3 edge = sqrt((horizEdge.rgb * horizEdge.rgb) + (vertEdge.rgb * vertEdge.rgb));
float col = (edge.x+edge.y+edge.z)/3;
gl_FragColor = vec4(1.0,1.0,col)*mult;
}
正在处理的示例代码
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_TEXTURE_SHADER
uniform sampler2D texture;
uniform vec2 texOffset;
varying vec4 vertColor;
varying vec4 vertTexCoord;
void main(void) {
// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
// in this thread:
// http://www.idevgames.com/forums/thread-3467.html
vec2 tc0 = vertTexCoord.st + vec2(-texOffset.s,-texOffset.t);
vec2 tc1 = vertTexCoord.st + vec2( 0.0,-texOffset.t);
vec2 tc2 = vertTexCoord.st + vec2(+texOffset.s,-texOffset.t);
vec2 tc3 = vertTexCoord.st + vec2(-texOffset.s,0.0);
vec2 tc4 = vertTexCoord.st + vec2( 0.0,0.0);
vec2 tc5 = vertTexCoord.st + vec2(+texOffset.s,0.0);
vec2 tc6 = vertTexCoord.st + vec2(-texOffset.s,+texOffset.t);
vec2 tc7 = vertTexCoord.st + vec2( 0.0,+texOffset.t);
vec2 tc8 = vertTexCoord.st + vec2(+texOffset.s,+texOffset.t);
vec4 col0 = texture2D(texture,tc0);
vec4 col1 = texture2D(texture,tc1);
vec4 col2 = texture2D(texture,tc2);
vec4 col3 = texture2D(texture,tc3);
vec4 col4 = texture2D(texture,tc4);
vec4 col5 = texture2D(texture,tc5);
vec4 col6 = texture2D(texture,tc6);
vec4 col7 = texture2D(texture,tc7);
vec4 col8 = texture2D(texture,tc8);
vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
gl_FragColor = vec4(sum.rgb,1.0) * vertColor;
}
我想添加的地方
uniform float mult;
float col = (sum.r+sum.g+sum.b)/3;
,还有gl_FragColor。
gl_FragColor = vec4(1.0,col) * mult;
我也看过了着色器玩具,但是由于它们总是会产生很多错误,因此还不了解如何使用提供的着色器。
我也尝试过自己制作,但无法正常运行。
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_TEXTURE_SHADER
uniform sampler2D texture;
uniform vec2 texOffset;
uniform float mult;
uniform float range;
varying vec4 vertColor;
varying vec4 vertTexCoord;
const mat3 sobelH = mat3(-1,-2,-1,1,2,1);
const mat3 sobelV = mat3(-1,1);
void main(void) {
float x = gl_FragCoord.x;
float y = gl_FragCoord.y;
float sh = 0.0;
float sv = 0.0;
vec2 tc;
vec4 myPixel = texture2D(texture,vertTexCoord.st);
float myCol = (myPixel.x+myPixel.y+myPixel.z+myPixel.a)/4.0;
float count = 0.0;
for (float i = x - range; i <= x +range; i+=1.0) {
for (float j = y - range; j <= y +range; j+=1.0) {
tc = vec2(i,j);
vec4 col = texture2D(texture,tc);
float b = (col.a + col.r + col.g + col.b)/4.0;
float x1 = 0 + i - x + 1;
float y1 = 0 + j - y + 1;
float h = sobelH[x1][y1] * b;
float v = sobelV[x1][y1] * b;
float sv+= v;
float sh+= h;
}}
float vx = 8 * myCol - sh;
float vy = 8 * myCol - sv;
float val = sqrt(vx,*vx+vy*vy);
gl_FragColor = vec4((val),(val),(1.0));
};
作为参考,这是我移动鼠标时当前顶部着色器的功能
解决方法
gl_FragColor = vec4(1.0,1.0,1.0)* 1 /(((col * mult));