默認(rèn)
頂點(diǎn)著色器代碼:
attribute vec4 Position; //頂點(diǎn)坐標(biāo)
attribute vec2 TextureCoords; //紋理坐標(biāo)
varying vec2 TextureCoordsVarying; //傳遞到片元著色器中的紋理坐標(biāo)
void main (void) {
gl_Position = Position;
TextureCoordsVarying = TextureCoords;
}
片元著色器代碼:
precision highp float; //設(shè)置片元著色器的精度
uniform sampler2D Texture; //紋理
varying vec2 TextureCoordsVarying; //紋理坐標(biāo)
void main (void) {
//文素
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = vec4(mask.rgb, 1.0);
}
二分屏
當(dāng)實(shí)現(xiàn)二分屏濾鏡時(shí)钥组,圖片紋理坐標(biāo)的x值是沒有任何變化的,主要是y值變化
當(dāng) y 在[0, 0.5]范圍時(shí),屏幕的(0,0)坐標(biāo)需要對(duì)應(yīng)圖片的(0妆毕,0.25),所以y = y+0.25
當(dāng) y 在[0.5, 1]范圍時(shí)贮尖,屏幕的(0笛粘,0.5)坐標(biāo)需要對(duì)應(yīng)圖片的(0,0.25)湿硝,所以y = y-0.25
頂點(diǎn)著色器代碼不變薪前,片元著色器代碼:
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
void main (void) {
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
當(dāng)實(shí)現(xiàn)三分屏濾鏡時(shí),圖片紋理坐標(biāo)的x值是沒有任何變化的关斜,主要是y值變化
當(dāng) y 在[0, 1/3]范圍時(shí)示括,屏幕的(0,0)坐標(biāo)需要對(duì)應(yīng)圖片的(0蚤吹,1/3)例诀,所以y = y+1/3
當(dāng) y 在[1/3, 2/3]范圍時(shí)随抠,屏幕的(0裁着,1/3)坐標(biāo)需要對(duì)應(yīng)圖片的(0繁涂,1/3),所以y 不變
當(dāng) y 在[2/3, 1]范圍時(shí)二驰,屏幕的(0扔罪,2/3)坐標(biāo)需要對(duì)應(yīng)圖片的(0,1/3)桶雀,所以y = y-1/3
頂點(diǎn)著色器代碼不變矿酵,片元著色器代碼:
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
當(dāng)實(shí)現(xiàn)四分屏?xí)r,紋理坐標(biāo)x矗积、y均需要變化全肮,且屏幕坐標(biāo)需要與紋理坐標(biāo)一一映射,例如(x棘捣,y)取值(0.5辜腺,0.5)需要映射到紋理坐標(biāo)(1,1)時(shí)乍恐,x评疗、y均需要乘以2,即0.5 * 2 = 1茵烈,變化規(guī)則如下:
當(dāng) x 在[0, 0.5]范圍時(shí)百匆,x = x2
當(dāng) x在[0.5, 1]范圍時(shí),x = (x-0.5)2
當(dāng) y 在[0, 0.5]范圍時(shí)呜投,y = y2
當(dāng) y 在[0.5, 1]范圍時(shí)加匈,y = (y-0.5)2
頂點(diǎn)著色器代碼不變,片元著色器代碼:
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
當(dāng)實(shí)現(xiàn)六分屏?xí)r仑荐,紋理坐標(biāo)x雕拼、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)释漆,x = x+1/3
當(dāng) x 在[1/3, 2/3]范圍時(shí)悲没,x 不變
當(dāng) x 在[2/3, 1]范圍時(shí),x = x-1/3
當(dāng) y 在[0, 0.5]范圍時(shí)男图,y = y+0.25
當(dāng) y 在[0.5, 1]范圍時(shí)示姿,y = y-0.24
頂點(diǎn)著色器代碼不變,片元著色器代碼:
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
當(dāng)實(shí)現(xiàn)九分屏?xí)r逊笆,紋理坐標(biāo)x栈戳、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)难裆,x = x3
當(dāng) x 在[1/3, 2/3]范圍時(shí)子檀,x = (x-1/3)3
當(dāng) x 在[2/3, 1]范圍時(shí)镊掖,x = (x-2/3)3
當(dāng) y 在[0, 1/3]范圍時(shí),y= y3
當(dāng) y 在[1/3, 2/3]范圍時(shí)褂痰,y = (y-1/3)3
當(dāng) y在[2/3, 1]范圍時(shí)亩进,y = (y-2/3)3
頂點(diǎn)著色器代碼不變,片元著色器代碼:
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);
}