我正在尝试基于this Javascript为GPUImage构建一个Vibrance过滤器:
/**
* @filter Vibrance
* @description Modifies the saturation of desaturated colors, leaving saturated colors unmodified.
* @param amount -1 to 1 (-1 is minimum vibrance, 0 is no change, and 1 is maximum vibrance)
*/
function vibrance(amount) {
gl.vibrance = gl.vibrance || new Shader(null, '\
uniform sampler2D texture;\
uniform float amount;\
varying vec2 texCoord;\
void main() {\
vec4 color = texture2D(texture, texCoord);\
float average = (color.r + color.g + color.b) / 3.0;\
float mx = max(color.r, max(color.g, color.b));\
float amt = (mx - average) * (-amount * 3.0);\
color.rgb = mix(color.rgb, vec3(mx), amt);\
gl_FragColor = color;\
}\
');
simpleShader.call(this, gl.vibrance, {
amount: clamp(-1, amount, 1)
});
return this;
}
有人会认为我应该能够更多/更少地复制着色器块:
@interface GPUImageVibranceFilter : GPUImageFilter
{
GLint vibranceUniform;
}
// Modifies the saturation of desaturated colors, leaving saturated colors unmodified.
// Value -1 to 1 (-1 is minimum vibrance, 0 is no change, and 1 is maximum vibrance)
@property (readwrite, nonatomic) CGFloat vibrance;
@end
#import "GPUImageVibranceFilter.h"
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
NSString *const kGPUImageVibranceFragmentShaderString = SHADER_STRING
(
uniform sampler2D inputImageTexture;
uniform float vibrance;
varying highp vec2 textureCoordinate;
void main() {
vec4 color = texture2D(inputImageTexture, textureCoordinate);
float average = (color.r + color.g + color.b) / 3.0;
float mx = max(color.r, max(color.g, color.b));
float amt = (mx - average) * (-vibrance * 3.0);
color.rgb = mix(color.rgb, vec3(mx), amt);
gl_FragColor = color;
}
);
#else
NSString *const kGPUImageVibranceFragmentShaderString = SHADER_STRING
(
uniform sampler2D inputImageTexture;
uniform float vibrance;
varying vec2 textureCoordinate;
void main() {
vec4 color = texture2D(inputImageTexture, textureCoordinate);
float average = (color.r + color.g + color.b) / 3.0;
float mx = max(color.r, max(color.g, color.b));
float amt = (mx - average) * (-vibrance * 3.0);
color.rgb = mix(color.rgb, vec3(mx), amt);
gl_FragColor = color;
}
);
#endif
@implementation GPUImageVibranceFilter
@synthesize vibrance = _vibrance;
#pragma mark -
#pragma mark Initialization and teardown
- (id)init;
{
if (!(self = [super initWithFragmentShaderFromString:kGPUImageVibranceFragmentShaderString]))
{
return nil;
}
vibranceUniform = [filterProgram uniformIndex:@"vibrance"];
self.vibrance = 0.0;
return self;
}
#pragma mark -
#pragma mark Accessors
- (void)setVibrance:(CGFloat)vibrance;
{
_vibrance = vibrance;
[self setFloat:_vibrance forUniform:vibranceUniform program:filterProgram];
}
@end
但是这不会编译,崩溃:
Failed to compile fragment shader
Program link log: ERROR: One or more attached shaders not successfully compiled
Fragment shader compile log: (null)
Vertex shader compile log: (null)
错误当然很明显,但是对于OpenGL ES着色器缺乏经验,我不知道问题到底是什么。
答案 0 :(得分:2)
有人会认为我应该能够更多/更少地复制着色器块。
在桌面GLSL中可能就是这种情况,但在OpenGL ES中,您无法声明float
变量(这包括从float
派生的类型,例如vec2
或mat4
(如果没有先设置精度) - 片段着色器中没有float
的预定义默认精度。
实现保证在片段着色器中支持mediump
和lowp
浮点精度。但是,在将highp
设置为默认值之前,您必须先检查。
这整个问题对我来说是“缺少精度”,但为什么编译器在编译日志中没有告诉你这个我真的不知道。
刷上4.5.3 Default Precision Qualifiers(第35-36页)
<小时/>
CGFloat
:小心使用CGFloat
。
根据您的编译目标(主机是32位还是64位),该类型将是单精度或双精度。如果您将声明为CGFloat
的内容传递给GL,请停止= P
使用GLfloat
代替,因为它总是像GL要求的那样是单精度的。
有关详细信息,请参阅related answer I wrote。