我试图编写一个片段着色器,用作特定颜色的色度键过滤器(例如,使所有像素具有特定的绿色透明)。
我写的着色器是通过PIXI.js在WebGL中使用。
JSFiddle:official docs
到目前为止,我根据我找到的着色器https://jsfiddle.net/IbeVanmeenen/hexec6eg/14/为着色器编写了此代码。
varying vec2 vTextureCoord;
uniform float thresholdSensitivity;
uniform float smoothing;
uniform vec3 colorToReplace;
uniform sampler2D uSampler;
void main() {
vec4 textureColor = texture2D(uSampler, vTextureCoord);
float maskY = 0.2989 * colorToReplace.r + 0.5866 * colorToReplace.g + 0.1145 * colorToReplace.b;
float maskCr = 0.7132 * (colorToReplace.r - maskY);
float maskCb = 0.5647 * (colorToReplace.b - maskY);
float Y = 0.2989 * textureColor.r + 0.5866 * textureColor.g + 0.1145 * textureColor.b;
float Cr = 0.7132 * (textureColor.r - Y);
float Cb = 0.5647 * (textureColor.b - Y);
float blendValue = smoothstep(thresholdSensitivity, thresholdSensitivity + smoothing, distance(vec2(Cr, Cb), vec2(maskCr, maskCb)));
gl_FragColor = vec4(textureColor.rgb, textureColor.a * blendValue);
}
现在,当我定义并测试它时,没有任何反应。 问题在于着色器,因为我尝试了其他过滤器。
我用于测试的颜色是rgb(85, 249, 44)
。
使用PIXI的着色器的完整代码如下:
function ChromaFilter() {
const vertexShader = null;
const fragmentShader = [
"varying vec2 vTextureCoord;",
"uniform float thresholdSensitivity;",
"uniform float smoothing;",
"uniform vec3 colorToReplace;",
"uniform sampler2D uSampler;",
"void main() {",
"vec4 textureColor = texture2D(uSampler, vTextureCoord);",
"float maskY = 0.2989 * colorToReplace.r + 0.5866 * colorToReplace.g + 0.1145 * colorToReplace.b;",
"float maskCr = 0.7132 * (colorToReplace.r - maskY);",
"float maskCb = 0.5647 * (colorToReplace.b - maskY);",
"float Y = 0.2989 * textureColor.r + 0.5866 * textureColor.g + 0.1145 * textureColor.b;",
"float Cr = 0.7132 * (textureColor.r - Y);",
"float Cb = 0.5647 * (textureColor.b - Y);",
"float blendValue = smoothstep(thresholdSensitivity, thresholdSensitivity + smoothing, distance(vec2(Cr, Cb), vec2(maskCr, maskCb)));",
"gl_FragColor = vec4(textureColor.rgb, textureColor.a * blendValue);",
"}"
].join('\n');
let uniforms = {};
PIXI.Filter.call(this,
vertexShader,
fragmentShader,
uniforms
);
this.uniforms.thresholdSensitivity = 0.4;
this.uniforms.smoothing = 0.1;
this.uniforms.colorToReplace = [0.33, 0.97, 0.17];
this.glShaderKey = 'chromakey';
}
ChromaFilter.prototype = Object.create(PIXI.Filter.prototype);
ChromaFilter.prototype.constructor = ChromaFilter;
这适用于这样的视频精灵:
videoBase = new PIXI.VideoBaseTexture(videoLoaderVid);
videoBase.on('loaded', () => {
video = videoBase.source;
video.volume = 0;
video.pause();
video.currentTime = 0;
videoTexture = new PIXI.Texture(videoBase);
videoSprite = new PIXI.Sprite(videoTexture);
const filter = new ChromaFilter();
videoSprite.filters = [filter];
resolve();
});
PIXI的设置如下:
stage = new PIXI.Container();
renderer = PIXI.autoDetectRenderer(720, 720, {
preserveDrawingBuffer: true,
clearBeforeRender: true
});
canvasContainer.appendChild(renderer.view);
视频精灵位于它自己的DisplayObjectContainer上,并显示在另一个DisplayObjectContainer上方(因此需要一个色度过滤器)
更新:
可在此处找到固定着色器:
here
可以在这里找到固定的演示:
https://gist.github.com/IbeVanmeenen/d4f5225ad7d2fa54fabcc38d740ba30e
答案 0 :(得分:1)
着色器很好,问题是制服(colorToReplace
,thresholdSensitivity
和smoothing
)没有通过,它们都设置为0。通过盲目的运气,我发现要修复你需要删除你传递给PIXI.Filter
构造函数的第三个参数:
/* ... */
PIXI.Filter.call(this, vertexShader, fragmentShader) // no uniforms param here
/* ... */
PS。你没有在聊天中回答,所以我在这里发布我的发现。