GLSL着色器不需要的灰度效果
让我先说一句,我对GLSL非常陌生 我试图使用着色器在插槽卷轴符号旋转时为其添加模糊效果。我有一个正在运行的模糊效果,为了简单和隔离这个问题,我已经把它注释掉了 顶点着色器:GLSL着色器不需要的灰度效果,glsl,shader,fragment-shader,vertex-shader,pixel-shader,Glsl,Shader,Fragment Shader,Vertex Shader,Pixel Shader,让我先说一句,我对GLSL非常陌生 我试图使用着色器在插槽卷轴符号旋转时为其添加模糊效果。我有一个正在运行的模糊效果,为了简单和隔离这个问题,我已经把它注释掉了 顶点着色器: //Vertex Shader attribute vec4 position; attribute vec4 inColor; attribute vec2 inUV; //To be passed to the Fragment Shader "BlurShader.fsh" varying vec4 colorVa
//Vertex Shader
attribute vec4 position;
attribute vec4 inColor;
attribute vec2 inUV;
//To be passed to the Fragment Shader "BlurShader.fsh"
varying vec4 colorVarying;
varying vec2 uvOut;
void main()
{
colorVarying = inColor;
gl_Position = position;
uvOut = inUV;
}
片段着色器:
//Fragment Shader
uniform sampler2D tex0;
//Passed from Vertex Shader "BlurShader.vsh"
varying vec4 colorVarying; //ISSUE: this is always solid white
varying vec2 uvOut;
//This is the intensity of the blur. Higher is a larger blur
// 25 is a good starting point
// Could possibly make it a varible to be passed in to control directly from Lua
#define INTENSITY 25.0
vec4 BlurVertical(vec2 size, vec2 uv, float radius) {
if (radius >= 1.0)
{
vec4 C = vec4(0.0);
float height = 1.0 / size.y;
float divisor = 0.0;
for (float y = -radius; y <= radius; y++)
{
C += texture(tex0, uv + vec2(0.0, y * height));
divisor++;
}
return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return texture2D(tex0, uv);
}
void main()
{
//Apply blur to final output
//gl_FragColor = BlurVertical(textureSize(tex0, 0), uvOut, INTENSITY);
//gl_FragColor = texture2D(tex0, uvOut) * colorVarying; SAME RESULT
gl_FragColor = texture2D(tex0, uvOut);
}
//片段着色器
均匀采样2d-tex0;
//从顶点着色器“BlurShader.vsh”传递
变化的vec4颜色变化//问题:这始终是纯白色
可变vec2输出;
//这是模糊的强度。越高,模糊度越大
//25岁是一个很好的起点
//可能会使它成为一个变量,直接从Lua传入控制
#定义强度25.0
vec4模糊垂直(vec2大小、vec2 uv、浮动半径){
如果(半径>=1.0)
{
vec4 C=vec4(0.0);
浮动高度=1.0/尺寸y;
浮点除数=0.0;
对于(float y=-radius;y找到了解决方案!我使用的纹理是用YUVA编码的,因此实际上我需要对4个纹理进行采样,然后转换为单个RGBA
uniform sampler2D tex[4];
vec4 YUVAtoRGBA()
{
mat4 xForm = mat4(
1.164, 1.164, 1.164, 0.0,
0.0, -0.391, 2.018, 0.0,
1.596, -0.813, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0);
vec4 yuva = vec4(
texture2D(tex[0], (uvOut.xy / uvOut.z).x - 0.0625,
texture2D(tex[1], (uvOut.xy / uvOut.z).x - 0.5,
texture2D(tex[2], (uvOut.xy / uvOut.z).x - 0.5,
texture2D(tex[3], (uvOut.xy / uvOut.z).x);
return colorVarying * (xForm * yuva);
}
你如何将纹理加载到GPU?我不完全确定。我正在使用一个大的C++代码库,我不知道它有一个函数,它应该在某处有一个调用,哪些参数?GLTEXIGE2D(GLXTrimeRux2D,0,GLY-RGBA,宽度,高度,0,GLY-RGBA,GLU-unsiNeDd*Byter,缓冲)GLTEXMIGE2D。(GL_纹理_2D,0,GL_亮度,宽度,高度,0,GL_亮度,GL_无符号字节,tmpbuf)