注:便于解读,以下代码均有注释,实际场景中运行失败去掉注释即可。
一、缩放效果滤镜
缩放效果滤镜,改变顶点坐标/纹理坐标映射关系,顶点着色器代码:
//顶点坐标/纹理坐标映射关系.放大?
//放大过程. 顶点着色器完成.
//顶点坐标
attribute vec4 Position;
//纹理坐标
attribute vec2 TextureCoords;
//纹理坐标
varying vec2 TextureCoordsVarying;
//时间戳(及时更新)
uniform float Time;
//PI
const float PI = 3.1415926;
void main (void) {
//一次缩放效果时长 0.6
float duration = 0.6;
//最大缩放幅度
float maxAmplitude = 0.3;
//表示时间周期.范围[0.0~0.6];
float time = mod(Time, duration);
//amplitude [1.0,1.3]
float amplitude = 1.0 + maxAmplitude * abs(sin(time * (PI / duration)));
// 顶点坐标x/y 分别乘以放大系数[1.0,1.3]
gl_Position = vec4(Position.x * amplitude, Position.y * amplitude, Position.zw);
// 纹理坐标
TextureCoordsVarying = TextureCoords;
}
二、灵魂出窍效果滤镜
灵魂出窍滤镜:
是两个层的叠加,并且上面的那层随着时间的推移,会逐渐放大且不透明度逐渐降低。这里也用到了放大的效果,用片段着色器来实现:
precision highp float;
//纹理采样器
uniform sampler2D Texture;
//纹理坐标
varying vec2 TextureCoordsVarying;
//时间戳
uniform float Time;
void main (void) {
//一次灵魂出窍效果的时长 0.7
float duration = 0.7;
//透明度上限
float maxAlpha = 0.4;
//放大图片上限
float maxScale = 1.8;
//进度值[0,1]
float progress = mod(Time, duration) / duration; // 0~1
//透明度[0,0.4]
float alpha = maxAlpha * (1.0 - progress);
//缩放比例[1.0,1.8]
float scale = 1.0 + (maxScale - 1.0) * progress;
//1.放大纹理坐标
//根据放大笔记.得到放大纹理坐标 [0,0],[0,1],[1,1],[1,0]
float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / scale;
float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / scale;
//放大纹理坐标
vec2 weakTextureCoords = vec2(weakX, weakY);
//获取对应放大纹理坐标下的纹素(颜色值rgba)
vec4 weakMask = texture2D(Texture, weakTextureCoords);
//原始的纹理坐标下的纹素(颜色值rgba)
vec4 mask = texture2D(Texture, TextureCoordsVarying);
//颜色混合 默认颜色混合方程式 = mask * (1.0-alpha) + weakMask * alpha;
gl_FragColor = mask * (1.0 - alpha) + weakMask * alpha;
}
三、抖动效果滤镜
抖动滤镜:颜色偏移 + 微弱的放大效果。片元着色器代码:
precision highp float;
//纹理
uniform sampler2D Texture;
//纹理坐标
varying vec2 TextureCoordsVarying;
//时间戳
uniform float Time;
void main (void) {
//一次抖动滤镜的时长 0.7
float duration = 0.7;
//放大图片上限
float maxScale = 1.1;
//颜色偏移步长
float offset = 0.02;
//进度[0,1]
float progress = mod(Time, duration) / duration; // 0~1
//颜色偏移值范围[0,0.02]
vec2 offsetCoords = vec2(offset, offset) * progress;
//缩放范围[1.0-1.1];
float scale = 1.0 + (maxScale - 1.0) * progress;
//放大纹理坐标.
vec2 ScaleTextureCoords = vec2(0.5, 0.5) + (TextureCoordsVarying - vec2(0.5, 0.5)) / scale;
//获取3组颜色rgb
//原始颜色+offsetCoords
vec4 maskR = texture2D(Texture, ScaleTextureCoords + offsetCoords);
//原始颜色-offsetCoords
vec4 maskB = texture2D(Texture, ScaleTextureCoords - offsetCoords);
//原始颜色
vec4 mask = texture2D(Texture, ScaleTextureCoords);
//从3组来获取颜色:
//maskR.r,mask.g,maskB.b 注意这3种颜色取值可以打乱或者随意发挥.不一定写死.只是效果会有不一样.大家可以试试.
//mask.a 获取原图的透明度
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}
四、闪白效果滤镜
闪白滤镜: 添加白色图层 ,白色图层的透明度随着时间变化。片元着色器代码:
precision highp float;
//纹理采样器
uniform sampler2D Texture;
//纹理坐标
varying vec2 TextureCoordsVarying;
//时间撮
uniform float Time;
//PI 常量
const float PI = 3.1415926;
void main (void) {
//一次闪白滤镜的时长 0.6
float duration = 0.6;
//表示时间周期[0.0,0.6]
float time = mod(Time, duration);
//白色颜色遮罩层
vec4 whiteMask = vec4(1.0, 1.0, 1.0, 1.0);
//振幅: (0.0,1.0)
float amplitude = abs(sin(time * (PI / duration)));
//纹理坐标对应的纹素(RGBA)
vec4 mask = texture2D(Texture, TextureCoordsVarying);
//利用混合方程式; 白色图层 + 原始纹理图片颜色 来进行混合
gl_FragColor = mask * (1.0 - amplitude) + whiteMask * amplitude;
}
五、毛刺效果滤镜
毛刺滤镜: 撕裂 + 微弱的颜色偏移
具体的思路是,我们让每一行像素随机偏移 -1 ~ 1 的距离(这里的 -1 ~ 1 是对于纹理坐标来说的),但是如果整个画面都偏移比较大的值,那我们可能都看不出原来图像的样子。所以我们的逻辑是,设定一个阈值,小于这个阈值才进行偏移,超过这个阈值则乘上一个缩小系数。则最终呈现的效果是:绝大部分的行都会进行微小的偏移,只有少量的行会进行较大偏移。
片元着色器代码:
precision highp float;
//纹理
uniform sampler2D Texture;
//纹理坐标
varying vec2 TextureCoordsVarying;
//时间撮
uniform float Time;
//PI
const float PI = 3.1415926;
//随机数
float rand(float n) {
//fract(x),返回x的小数部分数据
return fract(sin(n) * 43758.5453123);
}
void main (void) {
//最大抖动
float maxJitter = 0.06;
//一次毛刺滤镜的时长
float duration = 0.3;
//红色颜色偏移量
float colorROffset = 0.01;
//绿色颜色偏移量
float colorBOffset = -0.025;
//时间周期[0.0,0.6];
float time = mod(Time, duration * 2.0);
//振幅:[0,1];
float amplitude = max(sin(time * (PI / duration)), 0.0);
//像素随机偏移[-1,1]
float jitter = rand(TextureCoordsVarying.y) * 2.0 - 1.0; // -1~1
//是否要做偏移.
bool needOffset = abs(jitter) < maxJitter * amplitude;
//获取纹理X值.根据needOffset,来计算它X撕裂.
//needOffset = YES ,撕裂较大;
//needOffset = NO,撕裂较小.
float textureX = TextureCoordsVarying.x + (needOffset ? jitter : (jitter * amplitude * 0.006));
//撕裂后的纹理坐标x,y
vec2 textureCoords = vec2(textureX, TextureCoordsVarying.y);
//颜色偏移3组颜色
//根据撕裂后获取的纹理颜色值
vec4 mask = texture2D(Texture, textureCoords);
//撕裂后的纹理颜色偏移
vec4 maskR = texture2D(Texture, textureCoords + vec2(colorROffset * amplitude, 0.0));
//撕裂后的纹理颜色偏移
vec4 maskB = texture2D(Texture, textureCoords + vec2(colorBOffset * amplitude, 0.0));
//红色/蓝色部分发生撕裂.
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}