我是OpenGL的新生。我试图找到解决我问题的方法。我录制了带有Alpha蒙版的视频。视频RGB的顶部和底部是alpha。据我了解,需要更改我的着色器,但是我不知道如何执行此操作。
顶点着色器
let strokeTextAttributes: [NSAttributedStringKey: Any] = [
NSAttributedStringKey.strokeColor: UIColor.black,
NSAttributedStringKey.foregroundColor : UIColor.white,
NSAttributedStringKey.strokeWidth : -3.0,
NSAttributedStringKey.font : UIFont.boldSystemFont(ofSize: 18)
]
片段着色器
private static final String vertexShaderCode =
"attribute vec4 vPosition;" +
"attribute vec4 vTexCoordinate;" +
"uniform mat4 textureTransform;" +
"varying vec2 v_TexCoordinate;" +
"void main() {" +
" v_TexCoordinate = (textureTransform * vTexCoordinate).xy;" +
" gl_Position = vPosition;" +
"}";
答案 0 :(得分:1)
要跳过片段,可以在片段着色器中使用discard
关键字。
您必须对纹理进行两次查找。上半部分的第一个获取RGB颜色通道,下半部分的第二个获取红色通道的遮罩:
vec2 c_uv = vec2(texture.x, texture.y*0.5);
vec4 color = texture2D(c_uv, v_TexCoordinate);
vec2 m_uv = vec2(texture.x, 0.5 + texture.y*0.5);
float mask = texture2D(m_uv, v_TexCoordinate).r;
片段着色器可能看起来像这样:
#extension GL_OES_EGL_image_external : require
precision mediump float;
uniform samplerExternalOES texture;
varying vec2 v_TexCoordinate;
void main () {
vec2 m_uv = vec2(v_TexCoordinate.x, 0.5 + v_TexCoordinate.y*0.5);
float mask = texture2D(texture, m_uv).r;
if ( mask < 0.5 )
discard;
vec2 c_uv = vec2(v_TexCoordinate.x, v_TexCoordinate.y*0.5);
vec4 color = texture2D(texture, c_uv);
gl_FragColor = color;
}