首页 > 解决方案 > 黑白模式的负图像过滤器

问题描述

我正在使用https://github.com/natario1/CameraView这个库来捕获负图像到正图像,它使用的是 openGl 着色器。我需要一个滤镜,我可以在黑白模式下而不是在正常颜色模式下(目前在库中可用)将负图像捕获为正图像。我试图混合这两个滤镜,即首先在彩色模式下将负图像捕获为正图像,然后应用黑白模式滤镜,但由于我是 openGl 的新手,所以我无法做到这一点。请在这方面帮助我。将不胜感激。我使用的着色器如下:

This shader is used to convert the negative to positive in color mode.

private final static String FRAGMENT_SHADER = "#extension GL_OES_EGL_image_external : require\n"
            + "precision mediump float;\n"
            + "varying vec2 "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+";\n"
            + "uniform samplerExternalOES sTexture;\n"
            + "void main() {\n"
            + "  vec4 color = texture2D(sTexture, "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+");\n"
            + "  float colorR = (1.0 - color.r) / 1.0;\n"
            + "  float colorG = (1.0 - color.g) / 1.0;\n"
            + "  float colorB = (1.0 - color.b) / 1.0;\n"
            + "  gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n"
            + "}\n";

This shader is used to change the normal positive image in Black & White mode.

private final static String FRAGMENT_SHADER = "#extension GL_OES_EGL_image_external : require\n"
            + "precision mediump float;\n"
            + "varying vec2 "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+";\n"
            + "uniform samplerExternalOES sTexture;\n" + "void main() {\n"
            + "  vec4 color = texture2D(sTexture, "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+");\n"
            + "  float colorR = (color.r + color.g + color.b) / 3.0;\n"
            + "  float colorG = (color.r + color.g + color.b) / 3.0;\n"
            + "  float colorB = (color.r + color.g + color.b) / 3.0;\n"
            + "  gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n"
            + "}\n";

Please help in making a filter which can direct capture the negative image to positive in Black & White mode.

Thanks.

标签: androidopengl-esglslshaderandroid-camera2

解决方案


您可以在单个着色器中使用单线来做到这一点:

gl_FragColor = vec4(vec3(dot(1.0 - color.rgb, vec3(1.0/3.0))), color.a);

解释:

反色是:

vec3 inverseColor = 1.0 - color.rgb;

对于灰度有 2 个机会。要么直截了当

float gray = (inverseColor.r + inverseColor.g + inverseColor.b) / 3.0;

或通过使用dot产品:

float gray = dot(1.0 - inverseColor.rgb, vec3(1.0/3.0));

最后构造一个vec3from gray

gl_FragColor = vec4(vec3(gray), color.a);

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