全屏
頂點(diǎn)著色器
Normal.vsh
代碼
attribute vec4 Position;
attribute vec2 TextureCoords;
varying vec2 TextureCoordsVarying;
void main (void) {
gl_Position = Position;
TextureCoordsVarying = TextureCoords;
}
片元著色器Normal.fsh
代碼
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
void main (void) {
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = vec4(mask.rgb, 1.0);
}
實(shí)現(xiàn)分屏只需要修改
片元著色器
,無(wú)需修改頂點(diǎn)著色器
Normal.vsh,SplitScreen_2.vsh,SplitScreen_3.vsh,SplitScreen_4.vsh,SplitScreen_6.vsh,SplitScreen_9.vsh
頂點(diǎn)著色器代碼都是一樣的
二分屏
這里的二分屏是上下分別顯示圖片中間的一半举塔,其算法如圖所示
當(dāng)實(shí)現(xiàn)二分屏濾鏡時(shí),圖片紋理坐標(biāo)的x值是沒(méi)有任何變化的陶贼,主要是y值變化
- 當(dāng) y 在[0, 0.5]范圍時(shí)啤贩,屏幕的(0,0)坐標(biāo)需要對(duì)應(yīng)圖片的(0拜秧,0.25)痹屹,所以y = y+0.25
- 當(dāng) y 在[0.5, 1]范圍時(shí),屏幕的(0枉氮,0.5)坐標(biāo)需要對(duì)應(yīng)圖片的(0志衍,0.25),所以y = y-0.25
片元著色器中SplitScreen_2.fsh代碼如下
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
float y;
if (uv.y >= 0.0 && uv.y <= 0.5) {
y = uv.y + 0.25;
} else {
y = uv.y - 0.25;
}
gl_FragColor = texture2D(Texture, vec2(uv.x, y));
}
三分屏
三分屏的顯示是屏幕三等分聊替,分別顯示圖片中部分三分之一圖片楼肪,其實(shí)現(xiàn)原理如下
當(dāng)實(shí)現(xiàn)三分屏濾鏡時(shí),圖片紋理坐標(biāo)的x值是沒(méi)有任何變化的惹悄,主要是y值變化
- 當(dāng) y 在[0, 1/3]范圍時(shí)春叫,屏幕的(0,0)坐標(biāo)需要對(duì)應(yīng)圖片的(0,1/3)暂殖,所以y = y+1/3
- 當(dāng) y 在[1/3, 2/3]范圍時(shí)价匠,屏幕的(0,1/3)坐標(biāo)需要對(duì)應(yīng)圖片的(0呛每,1/3)踩窖,所以y 不變
- 當(dāng) y 在[2/3, 1]范圍時(shí),屏幕的(0晨横,2/3)坐標(biāo)需要對(duì)應(yīng)圖片的(0洋腮,1/3),所以y = y-1/3
片元著色器中SplitScreen_3.fsh代碼如下
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
if (uv.y < 1.0/3.0) {
uv.y = uv.y + 1.0/3.0;
} else if (uv.y > 2.0/3.0){
uv.y = uv.y - 1.0/3.0;
}
gl_FragColor = texture2D(Texture, uv);
}
四分屏
四分屏的顯示是屏幕四等分手形,分別顯示縮小的紋理圖片啥供,其實(shí)現(xiàn)原理如下
紋理圖片與屏幕的映射既可以是一致的坐標(biāo),也可以映射到縮小的坐標(biāo)叁幢,如上圖所示滤灯。
當(dāng)實(shí)現(xiàn)四分屏?xí)r坪稽,紋理坐標(biāo)x曼玩、y均需要變化,且屏幕坐標(biāo)需要與紋理坐標(biāo)一一映射窒百,例如(x黍判,y)取值(0.5,0.5)需要映射到紋理坐標(biāo)(1篙梢,1)時(shí)顷帖,x、y均需要乘以2渤滞,即0.5 * 2 = 1贬墩,變化規(guī)則如下:
- 當(dāng) x 在[0, 0.5]范圍時(shí),x = x*2
- 當(dāng) x在[0.5, 1]范圍時(shí)妄呕,x = (x-0.5)*2
- 當(dāng) y 在[0, 0.5]范圍時(shí)陶舞,y = y*2
- 當(dāng) y 在[0.5, 1]范圍時(shí),y = (y-0.5)*2
片元著色器中SplitScreen_4.fsh代碼如下
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
if(uv.x <= 0.5){
uv.x = uv.x * 2.0;
}else{
uv.x = (uv.x - 0.5) * 2.0;
}
if (uv.y<= 0.5) {
uv.y = uv.y * 2.0;
}else{
uv.y = (uv.y - 0.5) * 2.0;
}
gl_FragColor = texture2D(Texture, uv);
}
六分屏
六分屏是二分屏的演變绪励,其實(shí)現(xiàn)原理如下
當(dāng)實(shí)現(xiàn)六分屏?xí)r肿孵,紋理坐標(biāo)x、y均需要變化疏魏,其變化規(guī)則如下:
- 當(dāng) x 在[0, 1/3]范圍時(shí)停做,x = x+1/3
- 當(dāng) x 在[1/3, 2/3]范圍時(shí),x 不變
- 當(dāng) x 在[2/3, 1]范圍時(shí)大莫,x = x-1/3
- 當(dāng) y 在[0, 0.5]范圍時(shí)蛉腌,y = y+0.25
- 當(dāng) y 在[0.5, 1]范圍時(shí),y = y-0.24
片元著色器中SplitScreen_6.fsh代碼如下
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
if(uv.x <= 1.0 / 3.0){
uv.x = uv.x + 1.0/3.0;
}else if(uv.x >= 2.0/3.0){
uv.x = uv.x - 1.0/3.0;
}
if(uv.y <= 0.5){
uv.y = uv.y + 0.25;
}else {
uv.y = uv.y - 0.25;
}
gl_FragColor = texture2D(Texture, uv);
}
九分屏
九分屏是四分屏的演變,其實(shí)現(xiàn)原理如下
當(dāng)實(shí)現(xiàn)九分屏?xí)r烙丛,紋理坐標(biāo)x贯吓、y均需要變化,其變化規(guī)則如下:
- 當(dāng) x 在[0, 1/3]范圍時(shí)蜀变,x = x*3
- 當(dāng) x 在[1/3, 2/3]范圍時(shí)悄谐,x = (x-1/3)*3
- 當(dāng) x 在[2/3, 1]范圍時(shí),x = (x-2/3)*3
- 當(dāng) y 在[0, 1/3]范圍時(shí)库北,y= y*3
- 當(dāng) y 在[1/3, 2/3]范圍時(shí)爬舰,y = (y-1/3)*3
- 當(dāng) y在[2/3, 1]范圍時(shí),y = (y-2/3)*3
片元著色器中SplitScreen_9.fsh代碼如下
precision highp float;
uniform sampler2D Texture;
varying highp vec2 TextureCoordsVarying;
void main() {
vec2 uv = TextureCoordsVarying.xy;
if (uv.x < 1.0 / 3.0) {
uv.x = uv.x * 3.0;
} else if (uv.x < 2.0 / 3.0) {
uv.x = (uv.x - 1.0 / 3.0) * 3.0;
} else {
uv.x = (uv.x - 2.0 / 3.0) * 3.0;
}
if (uv.y <= 1.0 / 3.0) {
uv.y = uv.y * 3.0;
} else if (uv.y < 2.0 / 3.0) {
uv.y = (uv.y - 1.0 / 3.0) * 3.0;
} else {
uv.y = (uv.y - 2.0 / 3.0) * 3.0;
}
gl_FragColor = texture2D(Texture, uv);
}