问题
I want to blur image with Gaussian blur algorithm. And I use the following shaders:
Vertex shader
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
const int GAUSSIAN_SAMPLES = 9;
uniform float texelWidthOffset;
uniform float texelHeightOffset;
varying vec2 textureCoordinate;
varying vec2 blurCoordinates[GAUSSIAN_SAMPLES];
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
// Calculate the positions for the blur
int multiplier = 0;
vec2 blurStep;
vec2 singleStepOffset = vec2(texelHeightOffset, texelWidthOffset);
for (int i = 0; i < GAUSSIAN_SAMPLES; i++)
{
multiplier = (i - ((GAUSSIAN_SAMPLES - 1) / 2));
// Blur in x (horizontal)
blurStep = float(multiplier) * singleStepOffset;
blurCoordinates[i] = inputTextureCoordinate.xy + blurStep;
}
}
Fragment shader
uniform sampler2D inputImageTexture;
const lowp int GAUSSIAN_SAMPLES = 9;
varying highp vec2 textureCoordinate;
varying highp vec2 blurCoordinates[GAUSSIAN_SAMPLES];
void main()
{
lowp vec3 sum = vec3(0.0);
lowp vec4 fragColor=texture2D(inputImageTexture,textureCoordinate);
sum += texture2D(inputImageTexture, blurCoordinates[0]).rgb * 0.05;
sum += texture2D(inputImageTexture, blurCoordinates[1]).rgb * 0.09;
sum += texture2D(inputImageTexture, blurCoordinates[2]).rgb * 0.12;
sum += texture2D(inputImageTexture, blurCoordinates[3]).rgb * 0.15;
sum += texture2D(inputImageTexture, blurCoordinates[4]).rgb * 0.18;
sum += texture2D(inputImageTexture, blurCoordinates[5]).rgb * 0.15;
sum += texture2D(inputImageTexture, blurCoordinates[6]).rgb * 0.12;
sum += texture2D(inputImageTexture, blurCoordinates[7]).rgb * 0.09;
sum += texture2D(inputImageTexture, blurCoordinates[8]).rgb * 0.05;
gl_FragColor = vec4(sum,fragColor.a);
}
I use this code to load and compile shaders
public static int loadShader(final String strSource, final int iType) {
int[] compiled = new int[1];
int iShader = GLES20.glCreateShader(iType);
GLES20.glShaderSource(iShader, strSource);
GLES20.glCompileShader(iShader);
GLES20.glGetShaderiv(iShader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.d("Load Shader Failed", "Compilation\n" + GLES20.glGetShaderInfoLog(iShader));
return 0;
}
return iShader;
}
public static int loadProgram(final String strVSource, final String strFSource) {
int iVShader;
int iFShader;
int iProgId;
int[] link = new int[1];
iVShader = loadShader(strVSource, GLES20.GL_VERTEX_SHADER);
if (iVShader == 0) {
Log.d("Load Program", "Vertex Shader Failed");
return 0;
}
iFShader = loadShader(strFSource, GLES20.GL_FRAGMENT_SHADER);
if (iFShader == 0) {
Log.d("Load Program", "Fragment Shader Failed");
return 0;
}
iProgId = GLES20.glCreateProgram();
GLES20.glAttachShader(iProgId, iVShader);
GLES20.glAttachShader(iProgId, iFShader);
GLES20.glLinkProgram(iProgId);
GLES20.glGetProgramiv(iProgId, GLES20.GL_LINK_STATUS, link, 0);
if (link[0] <= 0) {
Log.d("Load Program", "Linking Failed");
return 0;
}
GLES20.glDeleteShader(iVShader);
GLES20.glDeleteShader(iFShader);
return iProgId;
}
This produces an image with a lot of blurred squares.
But. How to get something like this?
回答1:
vec2(texelHeightOffset, texelWidthOffset);
is inverted, causing the blur kernel to be wrong.
change it to:
vec2(texelWidthOffset, texelHeightOffset);
Also you're making a diagonal blur ranging in +-(size/2)*pixelSize, to complete the smooth blur you want, you have to make a square kernel:
kernHSize = (sqrt(GAUSSIAN_SAMPLES)-1)/2;
for(y=-kernHSize; y<kernHSize; y++)
for(x=-kernHSize; x<kernHSize; x++)
blurCoordinates[y*kernHSize+x] = inputTextureCoordinate.xy + vec2(x*texelWidthOffset,y*texelHeightOffset);
then, the correct kernel coef could be:
{1/16,1/8,1/16,1/8,1/4,1/8,1/16,1/8,1/16}
来源:https://stackoverflow.com/questions/33778381/how-to-blur-image-using-glsl-shader-without-squares