在 iOS 中使用 GLSL 实现抖音特效

承接上一篇文章《在 iOS 中使用 GLSL 实现马赛克等滤镜》,我们来实现一些抖音特效,主要在片元着色器实现我们需要的滤镜效果。

缩放

Scale.vsh

attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;

void main()
{
    float duration = 0.6;
    float maxAmplitude = 0.3;
    
    float time = mod(Time, duration);
    
    float amplitude = 1.0 + maxAmplitude * abs(sin(time * (PI / duration)));
    
    gl_Position = vec4(Position.x * amplitude, Position.y * amplitude, Position.zw);
  
    TextureCoordsVarying = TextureCoords;
}

Scale.fsh

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;

void main()
{
    vec4 mask = texture2D(Texture, TextureCoordsVarying);
    gl_FragColor = vec4(mask.rgb, 1.0);
}
缩放.gif

灵魂出窍

SoulOut.vsh

attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;

void main()
{
    gl_Position = Position;
    TextureCoordsVarying = TextureCoords;
}

SoulOut.fsh

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;

void main()
{
    float duration = 0.7;
    float maxAlpha = 0.4;
    float maxScale = 1.8;
    
    float progress = mod(Time, duration) / duration;
    float alpha = maxAlpha * (1.0 - progress);
    float scale = 1.0 + (maxScale - 1.0) * progress;
    
    float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / scale;
    float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / scale;
    vec2 weakTextureCoords = vec2(weakX, weakY);
    
    vec4 weakMask = texture2D(Texture, weakTextureCoords);
    
    vec4 mask = texture2D(Texture, TextureCoordsVarying);
    
    gl_FragColor = mask * (1.0 - alpha) + weakMask * alpha;
}
灵魂出窍.gif

抖动

Shake.vsh

attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;

void main()
{
    gl_Position = Position;
    TextureCoordsVarying = TextureCoords;
}

Shake.fsh

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;

void main()
{
    float duration = 0.7;
    float maxScale = 1.1;
    float offset = 0.02;
    
    float progress = mod(Time, duration) / duration;
    vec2 offsetCoords = vec2(offset, offset) * progress;
    float scale = 1.0 + (maxScale - 1.0) * progress;
    
    float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / scale;
    float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / scale;
    vec2 weakTextureCoords = vec2(weakX, weakY);
    
    vec4 maskR = texture2D(Texture, weakTextureCoords + offsetCoords);
    vec4 maskB = texture2D(Texture, weakTextureCoords - offsetCoords);
    vec4 mask = texture2D(Texture, weakTextureCoords);
    
    gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}
抖动.gif

闪白

ShineWhite.vsh

attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;

void main()
{
    gl_Position = Position;
    TextureCoordsVarying = TextureCoords;
}

ShineWhite.fsh

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;

void main()
{
    float duration = 0.6;
    float time = mod(Time, duration);
    vec4 whiteMask = vec4(1.0, 1.0, 1.0, 0.1);
    float amplitude = abs(sin(time * (PI / duration)));
    vec4 mask = texture2D(Texture, TextureCoordsVarying);
    
    gl_FragColor = mask * (1.0 - amplitude) + whiteMask * amplitude;
}
闪白.gif

毛刺

Glitch.vsh

attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;

void main()
{
    gl_Position = Position;
    TextureCoordsVarying = TextureCoords;
}

Glitch.fsh

precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;

float rand(float n)
{
    return fract(sin(n) * 12345.12345);
}

void main()
{
    float maxJitter = 0.06;
    float duration = 0.3;
    float colorROffset = 0.01;
    float colorBOffset = -0.025;
    
    float time = mod(Time, duration * 2.0);
    float amplitude = abs(sin(time * (PI / duration)));
    
    float jitter = rand(TextureCoordsVarying.y) * 2.0 - 1.0;
    
    bool needOffset = abs(jitter) < maxJitter * amplitude;
    
    float textureX = TextureCoordsVarying.x + (needOffset ? jitter : (jitter * amplitude * 0.006));
    
    vec2 textureCoords = vec2(textureX, TextureCoordsVarying.y);
    
    vec4 mask = texture2D(Texture, textureCoords);
    vec4 maskR = texture2D(Texture, textureCoords + vec2(colorROffset * amplitude, 0.0));
    vec4 maskB = texture2D(Texture, textureCoords + vec2(colorBOffset * amplitude, 0.0));
    
    gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}
毛刺.gif
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