#import "GPUImageThresholdSketchFilter.h"
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#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
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NSString *const kGPUImageThresholdSketchFragmentShaderString = SHADER_STRING
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(
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precision highp float;
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varying vec2 textureCoordinate;
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varying vec2 leftTextureCoordinate;
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varying vec2 rightTextureCoordinate;
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varying vec2 topTextureCoordinate;
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varying vec2 topLeftTextureCoordinate;
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varying vec2 topRightTextureCoordinate;
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varying vec2 bottomTextureCoordinate;
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varying vec2 bottomLeftTextureCoordinate;
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varying vec2 bottomRightTextureCoordinate;
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uniform sampler2D inputImageTexture;
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uniform lowp float threshold;
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uniform float edgeStrength;
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const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
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void main()
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{
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float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
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float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
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float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
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float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
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float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
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float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
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float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
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float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
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float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
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float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;
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float mag = (length(vec2(h, v)) * edgeStrength);
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mag = step(threshold, mag);
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mag = 1.0 - mag;
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gl_FragColor = vec4(vec3(mag), 1.0);
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}
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);
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#else
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NSString *const kGPUImageThresholdSketchFragmentShaderString = SHADER_STRING
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(
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varying vec2 textureCoordinate;
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varying vec2 leftTextureCoordinate;
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varying vec2 rightTextureCoordinate;
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varying vec2 topTextureCoordinate;
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varying vec2 topLeftTextureCoordinate;
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varying vec2 topRightTextureCoordinate;
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varying vec2 bottomTextureCoordinate;
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varying vec2 bottomLeftTextureCoordinate;
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varying vec2 bottomRightTextureCoordinate;
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uniform sampler2D inputImageTexture;
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uniform float threshold;
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uniform float edgeStrength;
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const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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void main()
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{
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float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
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float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
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float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
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float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
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float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
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float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
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float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
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float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
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float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
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float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;
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float mag = 1.0 - length(vec2(h, v) * edgeStrength);
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mag = step(threshold, mag);
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gl_FragColor = vec4(vec3(mag), 1.0);
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}
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);
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#endif
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@implementation GPUImageThresholdSketchFilter
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#pragma mark -
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#pragma mark Initialization and teardown
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- (id)init;
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{
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if (!(self = [self initWithFragmentShaderFromString:kGPUImageThresholdSketchFragmentShaderString]))
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{
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return nil;
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}
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return self;
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}
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@end
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