Ios 具有不透明度的GPUImageLightedBlendFilter
使用Ios 具有不透明度的GPUImageLightedBlendFilter,ios,image-processing,opengl-es,gpuimage,core-image,Ios,Image Processing,Opengl Es,Gpuimage,Core Image,使用GPUImage我试图用不透明度复制Photoshop Lightning混合模式。不幸的是,使用gpuimageBlendedFilter时,alpha通道没有任何效果 Brad确认alpha可能存在以下问题: 我已经成功地使用符合alpha值的CoreImage复制了PS混合 CIImage *ciImage1 = [[CIImage alloc] initWithImage:input1]; CIImage *ciImage2 = [[CIImage alloc] initWith
GPUImage
我试图用不透明度复制Photoshop Lightning混合模式。不幸的是,使用gpuimageBlendedFilter
时,alpha通道没有任何效果
Brad确认alpha可能存在以下问题:
我已经成功地使用符合alpha值的CoreImage
复制了PS混合
CIImage *ciImage1 = [[CIImage alloc] initWithImage:input1];
CIImage *ciImage2 = [[CIImage alloc] initWithImage:input2];
// Alpha adjustment for input1
CIFilter *alphaFilter = [CIFilter filterWithName:@"CIColorMatrix"];
CGFloat rgba[4] = { 0.0, 0.0, 0.0, 0.5 };
CIVector *alphaVector = [CIVector vectorWithValues:rgba count:4];
[alphaFilter setValue:alphaVector forKey:@"inputAVector"];
[alphaFilter setValue:ciImage1 forKey:kCIInputImageKey];
// Lighten blend
CIFilter *blendFilter = [CIFilter filterWithName:@"CILightenBlendMode"];
[blendFilter setValue:alphaFilter.outputImage forKey:kCIInputImageKey];
[blendFilter setValue:ciImage2 forKey:kCIInputBackgroundImageKey];
我尝试过两个版本的GPUImage
(它们使用不同的方法调整input1
的alpha)
或:
两个GPUImage
实现都返回输出,就好像input1
的alpha是1.0
我看过互联网上不同来源的混合模式文档,它们都使用以下公式:
max(blend, base)
查看gpuimageLightedBlendFilter
实现中的着色器,它也使用相同的公式:
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
gl_FragColor = max(textureColor, textureColor2);
然而,Photoshop和CoreImage似乎对alpha有一些额外的操作(可能类似于Gimp:)
任何人都知道如何将alpha通道包括在
gpuimageLightedBlendFilter
公式中?下面是gpuimageLightedBlendFilter
的着色器代码,具有不透明度和数量
precision highp float;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform float alpha; // used for opacity....
uniform float amount; // amount of blend....
varying vec2 textureCoordinate;
void main ()
{
// Get samples from both layers
vec4 dst = texture2D(inputImageTexture, textureCoordinate);
vec4 src = texture2D(inputImageTexture2, textureCoordinate);
src.a *= alpha;
vec4 colour = vec4(0.0, 0.0, 0.0, 0.0);
colour = vec4(max(dst, src).rgb, src.a) * src.a + dst * (1.0 - src.a);
colour = clamp(colour, 0.0, 1.0);
gl_FragColor.xyz = mix(dst, colour, amount).rgb;
gl_FragColor.w = 1.0;
}
非常适合我……我发现此着色器代码最适合我的情况:
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
textureColor.rgb *= textureColor.a;
textureColor2.rgb *= textureColor2.a;
lowp vec4 textureOut = max(textureColor, textureColor2);
textureOut.rgb /= textureOut.a;
gl_FragColor = textureOut;
可在此处找到:
precision highp float;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform float alpha; // used for opacity....
uniform float amount; // amount of blend....
varying vec2 textureCoordinate;
void main ()
{
// Get samples from both layers
vec4 dst = texture2D(inputImageTexture, textureCoordinate);
vec4 src = texture2D(inputImageTexture2, textureCoordinate);
src.a *= alpha;
vec4 colour = vec4(0.0, 0.0, 0.0, 0.0);
colour = vec4(max(dst, src).rgb, src.a) * src.a + dst * (1.0 - src.a);
colour = clamp(colour, 0.0, 1.0);
gl_FragColor.xyz = mix(dst, colour, amount).rgb;
gl_FragColor.w = 1.0;
}
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
textureColor.rgb *= textureColor.a;
textureColor2.rgb *= textureColor2.a;
lowp vec4 textureOut = max(textureColor, textureColor2);
textureOut.rgb /= textureOut.a;
gl_FragColor = textureOut;