2020-10-18 18:12:09 +02:00
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/* eslint-disable no-use-before-define */
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/*
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WebGLImageFilter - MIT Licensed
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2013, Dominic Szablewski - phoboslab.org
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2020-11-02 18:21:30 +01:00
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<https://github.com/phoboslab/WebGLImageFilter>
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2020-10-18 18:12:09 +02:00
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*/
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const WebGLProgram = function (gl, vertexSource, fragmentSource) {
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const _collect = function (source, prefix, collection) {
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const r = new RegExp('\\b' + prefix + ' \\w+ (\\w+)', 'ig');
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source.replace(r, (match, name) => {
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collection[name] = 0;
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return match;
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});
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};
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2020-11-02 18:21:30 +01:00
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const _compile = function (source, type) {
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2020-10-18 18:12:09 +02:00
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw new Error('Filter: GL compile failed', gl.getShaderInfoLog(shader));
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}
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return shader;
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};
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this.uniform = {};
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this.attribute = {};
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2020-11-02 18:21:30 +01:00
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const _vsh = _compile(vertexSource, gl.VERTEX_SHADER);
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const _fsh = _compile(fragmentSource, gl.FRAGMENT_SHADER);
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2020-10-18 18:12:09 +02:00
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this.id = gl.createProgram();
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gl.attachShader(this.id, _vsh);
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gl.attachShader(this.id, _fsh);
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gl.linkProgram(this.id);
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if (!gl.getProgramParameter(this.id, gl.LINK_STATUS)) {
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throw new Error('Filter: GL link failed', gl.getProgramInfoLog(this.id));
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}
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gl.useProgram(this.id);
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// Collect attributes
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_collect(vertexSource, 'attribute', this.attribute);
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for (const a in this.attribute) {
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this.attribute[a] = gl.getAttribLocation(this.id, a);
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}
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// Collect uniforms
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_collect(vertexSource, 'uniform', this.uniform);
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_collect(fragmentSource, 'uniform', this.uniform);
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for (const u in this.uniform) {
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this.uniform[u] = gl.getUniformLocation(this.id, u);
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}
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};
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const WebGLImageFilter = function (params) {
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if (!params) params = { };
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let _drawCount = 0;
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let _sourceTexture = null;
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let _lastInChain = false;
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let _currentFramebufferIndex = -1;
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let _tempFramebuffers = [null, null];
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let _filterChain = [];
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let _width = -1;
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let _height = -1;
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let _vertexBuffer = null;
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let _currentProgram = null;
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const _canvas = params.canvas || document.createElement('canvas');
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// key is the shader program source, value is the compiled program
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const _shaderProgramCache = { };
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2020-11-03 15:34:36 +01:00
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const gl = _canvas.getContext('webgl');
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2020-10-18 18:12:09 +02:00
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if (!gl) throw new Error('Filter: getContext() failed');
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this.addFilter = function (name) {
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2020-11-02 18:21:30 +01:00
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// eslint-disable-next-line prefer-rest-params
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2020-10-18 18:12:09 +02:00
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const args = Array.prototype.slice.call(arguments, 1);
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const filter = _filter[name];
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_filterChain.push({ func: filter, args });
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};
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this.reset = function () {
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_filterChain = [];
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};
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this.apply = function (image) {
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_resize(image.width, image.height);
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_drawCount = 0;
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// Create the texture for the input image if we haven't yet
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if (!_sourceTexture) _sourceTexture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, _sourceTexture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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// No filters? Just draw
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if (_filterChain.length === 0) {
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2020-11-02 18:21:30 +01:00
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// const program = _compileShader(SHADER.FRAGMENT_IDENTITY);
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2020-10-18 18:12:09 +02:00
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_draw();
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return _canvas;
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}
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for (let i = 0; i < _filterChain.length; i++) {
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_lastInChain = (i === _filterChain.length - 1);
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const f = _filterChain[i];
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f.func.apply(this, f.args || []);
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}
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return _canvas;
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};
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const _resize = function (width, height) {
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// Same width/height? Nothing to do here
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if (width === _width && height === _height) { return; }
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2020-11-02 18:21:30 +01:00
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_canvas.width = width;
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_width = width;
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_canvas.height = height;
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_height = height;
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2020-10-18 18:12:09 +02:00
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// Create the context if we don't have it yet
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if (!_vertexBuffer) {
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// Create the vertex buffer for the two triangles [x, y, u, v] * 6
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const vertices = new Float32Array([
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-1, -1, 0, 1, 1, -1, 1, 1, -1, 1, 0, 0,
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-1, 1, 0, 0, 1, -1, 1, 1, 1, 1, 1, 0,
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]);
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2020-11-02 18:21:30 +01:00
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// eslint-disable-next-line no-unused-expressions
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(_vertexBuffer = gl.createBuffer(), gl.bindBuffer(gl.ARRAY_BUFFER, _vertexBuffer));
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2020-10-18 18:12:09 +02:00
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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// Note sure if this is a good idea; at least it makes texture loading
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// in Ejecta instant.
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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}
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gl.viewport(0, 0, _width, _height);
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// Delete old temp framebuffers
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_tempFramebuffers = [null, null];
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};
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const _getTempFramebuffer = function (index) {
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_tempFramebuffers[index] = _tempFramebuffers[index]
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|| _createFramebufferTexture(_width, _height);
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return _tempFramebuffers[index];
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};
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const _createFramebufferTexture = function (width, height) {
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const fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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const renderbuffer = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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return { fbo, texture };
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};
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const _draw = function (flags) {
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let source = null;
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let target = null;
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let flipY = false;
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// Set up the source
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if (_drawCount === 0) {
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// First draw call - use the source texture
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source = _sourceTexture;
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} else {
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// All following draw calls use the temp buffer last drawn to
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source = _getTempFramebuffer(_currentFramebufferIndex).texture;
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}
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_drawCount++;
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// Set up the target
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if (_lastInChain && !(flags & DRAW.INTERMEDIATE)) {
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// Last filter in our chain - draw directly to the WebGL Canvas. We may
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// also have to flip the image vertically now
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target = null;
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flipY = _drawCount % 2 === 0;
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} else {
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// Intermediate draw call - get a temp buffer to draw to
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_currentFramebufferIndex = (_currentFramebufferIndex + 1) % 2;
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target = _getTempFramebuffer(_currentFramebufferIndex).fbo;
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}
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// Bind the source and target and draw the two triangles
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gl.bindTexture(gl.TEXTURE_2D, source);
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gl.bindFramebuffer(gl.FRAMEBUFFER, target);
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gl.uniform1f(_currentProgram.uniform.flipY, (flipY ? -1 : 1));
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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};
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const _compileShader = function (fragmentSource) {
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if (_shaderProgramCache[fragmentSource]) {
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_currentProgram = _shaderProgramCache[fragmentSource];
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gl.useProgram(_currentProgram.id);
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return _currentProgram;
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}
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// Compile shaders
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_currentProgram = new WebGLProgram(gl, SHADER.VERTEX_IDENTITY, fragmentSource);
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const floatSize = Float32Array.BYTES_PER_ELEMENT;
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const vertSize = 4 * floatSize;
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gl.enableVertexAttribArray(_currentProgram.attribute.pos);
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gl.vertexAttribPointer(_currentProgram.attribute.pos, 2, gl.FLOAT, false, vertSize, 0 * floatSize);
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gl.enableVertexAttribArray(_currentProgram.attribute.uv);
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gl.vertexAttribPointer(_currentProgram.attribute.uv, 2, gl.FLOAT, false, vertSize, 2 * floatSize);
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_shaderProgramCache[fragmentSource] = _currentProgram;
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return _currentProgram;
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};
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let DRAW = { INTERMEDIATE: 1 };
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let SHADER = {};
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SHADER.VERTEX_IDENTITY = [
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'precision highp float;',
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'attribute vec2 pos;',
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'attribute vec2 uv;',
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'varying vec2 vUv;',
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'uniform float flipY;',
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'void main(void) {',
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'vUv = uv;',
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'gl_Position = vec4(pos.x, pos.y*flipY, 0.0, 1.);',
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'}',
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].join('\n');
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SHADER.FRAGMENT_IDENTITY = [
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'precision highp float;',
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'varying vec2 vUv;',
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'uniform sampler2D texture;',
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'void main(void) {',
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'gl_FragColor = texture2D(texture, vUv);',
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'}',
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].join('\n');
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let _filter = {};
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// -------------------------------------------------------------------------
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// Color Matrix Filter
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_filter.colorMatrix = function (matrix) {
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// Create a Float32 Array and normalize the offset component to 0-1
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const m = new Float32Array(matrix);
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m[4] /= 255;
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m[9] /= 255;
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m[14] /= 255;
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m[19] /= 255;
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// Can we ignore the alpha value? Makes things a bit faster.
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const shader = (m[18] === 1 && m[3] === 0 && m[8] === 0 && m[13] === 0 && m[15] === 0 && m[16] === 0 && m[17] === 0 && m[19] === 0)
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? _filter.colorMatrix.SHADER.WITHOUT_ALPHA
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: _filter.colorMatrix.SHADER.WITH_ALPHA;
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const program = _compileShader(shader);
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gl.uniform1fv(program.uniform.m, m);
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_draw();
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};
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_filter.colorMatrix.SHADER = {};
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_filter.colorMatrix.SHADER.WITH_ALPHA = [
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'precision highp float;',
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'varying vec2 vUv;',
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'uniform sampler2D texture;',
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'uniform float m[20];',
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'void main(void) {',
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'vec4 c = texture2D(texture, vUv);',
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'gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[3] * c.a + m[4];',
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'gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[8] * c.a + m[9];',
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'gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[13] * c.a + m[14];',
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'gl_FragColor.a = m[15] * c.r + m[16] * c.g + m[17] * c.b + m[18] * c.a + m[19];',
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'}',
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].join('\n');
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_filter.colorMatrix.SHADER.WITHOUT_ALPHA = [
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'precision highp float;',
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'varying vec2 vUv;',
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'uniform sampler2D texture;',
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'uniform float m[20];',
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'void main(void) {',
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'vec4 c = texture2D(texture, vUv);',
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'gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[4];',
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'gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[9];',
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'gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[14];',
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'gl_FragColor.a = c.a;',
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'}',
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].join('\n');
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_filter.brightness = function (brightness) {
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const b = (brightness || 0) + 1;
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_filter.colorMatrix([
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b, 0, 0, 0, 0,
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0, b, 0, 0, 0,
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0, 0, b, 0, 0,
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0, 0, 0, 1, 0,
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]);
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};
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_filter.saturation = function (amount) {
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const x = (amount || 0) * 2 / 3 + 1;
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const y = ((x - 1) * -0.5);
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_filter.colorMatrix([
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x, y, y, 0, 0,
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y, x, y, 0, 0,
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y, y, x, 0, 0,
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0, 0, 0, 1, 0,
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]);
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};
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_filter.desaturate = function () {
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_filter.saturation(-1);
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|
|
|
};
|
|
|
|
|
|
|
|
_filter.contrast = function (amount) {
|
|
|
|
const v = (amount || 0) + 1;
|
|
|
|
const o = -128 * (v - 1);
|
|
|
|
|
|
|
|
_filter.colorMatrix([
|
|
|
|
v, 0, 0, 0, o,
|
|
|
|
0, v, 0, 0, o,
|
|
|
|
0, 0, v, 0, o,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.negative = function () {
|
|
|
|
_filter.contrast(-2);
|
|
|
|
};
|
|
|
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|
|
|
|
_filter.hue = function (rotation) {
|
|
|
|
rotation = (rotation || 0) / 180 * Math.PI;
|
|
|
|
const cos = Math.cos(rotation);
|
|
|
|
const sin = Math.sin(rotation);
|
|
|
|
const lumR = 0.213;
|
|
|
|
const lumG = 0.715;
|
|
|
|
const lumB = 0.072;
|
|
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|
|
|
|
|
_filter.colorMatrix([
|
|
|
|
lumR + cos * (1 - lumR) + sin * (-lumR), lumG + cos * (-lumG) + sin * (-lumG), lumB + cos * (-lumB) + sin * (1 - lumB), 0, 0,
|
|
|
|
lumR + cos * (-lumR) + sin * (0.143), lumG + cos * (1 - lumG) + sin * (0.140), lumB + cos * (-lumB) + sin * (-0.283), 0, 0,
|
|
|
|
lumR + cos * (-lumR) + sin * (-(1 - lumR)), lumG + cos * (-lumG) + sin * (lumG), lumB + cos * (1 - lumB) + sin * (lumB), 0, 0,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.desaturateLuminance = function () {
|
|
|
|
_filter.colorMatrix([
|
|
|
|
0.2764723, 0.9297080, 0.0938197, 0, -37.1,
|
|
|
|
0.2764723, 0.9297080, 0.0938197, 0, -37.1,
|
|
|
|
0.2764723, 0.9297080, 0.0938197, 0, -37.1,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.sepia = function () {
|
|
|
|
_filter.colorMatrix([
|
|
|
|
0.393, 0.7689999, 0.18899999, 0, 0,
|
|
|
|
0.349, 0.6859999, 0.16799999, 0, 0,
|
|
|
|
0.272, 0.5339999, 0.13099999, 0, 0,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.brownie = function () {
|
|
|
|
_filter.colorMatrix([
|
|
|
|
0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,
|
|
|
|
-0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,
|
|
|
|
0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.vintagePinhole = function () {
|
|
|
|
_filter.colorMatrix([
|
|
|
|
0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,
|
|
|
|
0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,
|
|
|
|
0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.kodachrome = function () {
|
|
|
|
_filter.colorMatrix([
|
|
|
|
1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,
|
|
|
|
-0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,
|
|
|
|
-0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.technicolor = function () {
|
|
|
|
_filter.colorMatrix([
|
|
|
|
1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,
|
|
|
|
-0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,
|
|
|
|
-0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.polaroid = function () {
|
|
|
|
_filter.colorMatrix([
|
|
|
|
1.438, -0.062, -0.062, 0, 0,
|
|
|
|
-0.122, 1.378, -0.122, 0, 0,
|
|
|
|
-0.016, -0.016, 1.483, 0, 0,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.shiftToBGR = function () {
|
|
|
|
_filter.colorMatrix([
|
|
|
|
0, 0, 1, 0, 0,
|
|
|
|
0, 1, 0, 0, 0,
|
|
|
|
1, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
|
|
// Convolution Filter
|
|
|
|
|
|
|
|
_filter.convolution = function (matrix) {
|
|
|
|
const m = new Float32Array(matrix);
|
|
|
|
const pixelSizeX = 1 / _width;
|
|
|
|
const pixelSizeY = 1 / _height;
|
|
|
|
|
|
|
|
const program = _compileShader(_filter.convolution.SHADER);
|
|
|
|
gl.uniform1fv(program.uniform.m, m);
|
|
|
|
gl.uniform2f(program.uniform.px, pixelSizeX, pixelSizeY);
|
|
|
|
_draw();
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.convolution.SHADER = [
|
|
|
|
'precision highp float;',
|
|
|
|
'varying vec2 vUv;',
|
|
|
|
'uniform sampler2D texture;',
|
|
|
|
'uniform vec2 px;',
|
|
|
|
'uniform float m[9];',
|
|
|
|
|
|
|
|
'void main(void) {',
|
|
|
|
'vec4 c11 = texture2D(texture, vUv - px);', // top left
|
|
|
|
'vec4 c12 = texture2D(texture, vec2(vUv.x, vUv.y - px.y));', // top center
|
|
|
|
'vec4 c13 = texture2D(texture, vec2(vUv.x + px.x, vUv.y - px.y));', // top right
|
|
|
|
|
|
|
|
'vec4 c21 = texture2D(texture, vec2(vUv.x - px.x, vUv.y) );', // mid left
|
|
|
|
'vec4 c22 = texture2D(texture, vUv);', // mid center
|
|
|
|
'vec4 c23 = texture2D(texture, vec2(vUv.x + px.x, vUv.y) );', // mid right
|
|
|
|
|
|
|
|
'vec4 c31 = texture2D(texture, vec2(vUv.x - px.x, vUv.y + px.y) );', // bottom left
|
|
|
|
'vec4 c32 = texture2D(texture, vec2(vUv.x, vUv.y + px.y) );', // bottom center
|
|
|
|
'vec4 c33 = texture2D(texture, vUv + px );', // bottom right
|
|
|
|
|
|
|
|
'gl_FragColor = ',
|
|
|
|
'c11 * m[0] + c12 * m[1] + c22 * m[2] +',
|
|
|
|
'c21 * m[3] + c22 * m[4] + c23 * m[5] +',
|
|
|
|
'c31 * m[6] + c32 * m[7] + c33 * m[8];',
|
|
|
|
'gl_FragColor.a = c22.a;',
|
|
|
|
'}',
|
|
|
|
].join('\n');
|
|
|
|
|
|
|
|
_filter.detectEdges = function () {
|
|
|
|
_filter.convolution.call(this, [
|
|
|
|
0, 1, 0,
|
|
|
|
1, -4, 1,
|
|
|
|
0, 1, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.sobelX = function () {
|
|
|
|
_filter.convolution.call(this, [
|
|
|
|
-1, 0, 1,
|
|
|
|
-2, 0, 2,
|
|
|
|
-1, 0, 1,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.sobelY = function () {
|
|
|
|
_filter.convolution.call(this, [
|
|
|
|
-1, -2, -1,
|
|
|
|
0, 0, 0,
|
|
|
|
1, 2, 1,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.sharpen = function (amount) {
|
|
|
|
const a = amount || 1;
|
|
|
|
_filter.convolution.call(this, [
|
|
|
|
0, -1 * a, 0,
|
|
|
|
-1 * a, 1 + 4 * a, -1 * a,
|
|
|
|
0, -1 * a, 0,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.emboss = function (size) {
|
|
|
|
const s = size || 1;
|
|
|
|
_filter.convolution.call(this, [
|
|
|
|
-2 * s, -1 * s, 0,
|
|
|
|
-1 * s, 1, 1 * s,
|
|
|
|
0, 1 * s, 2 * s,
|
|
|
|
]);
|
|
|
|
};
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
|
|
// Blur Filter
|
|
|
|
|
|
|
|
_filter.blur = function (size) {
|
|
|
|
const blurSizeX = (size / 7) / _width;
|
|
|
|
const blurSizeY = (size / 7) / _height;
|
|
|
|
|
|
|
|
const program = _compileShader(_filter.blur.SHADER);
|
|
|
|
|
|
|
|
// Vertical
|
|
|
|
gl.uniform2f(program.uniform.px, 0, blurSizeY);
|
|
|
|
_draw(DRAW.INTERMEDIATE);
|
|
|
|
|
|
|
|
// Horizontal
|
|
|
|
gl.uniform2f(program.uniform.px, blurSizeX, 0);
|
|
|
|
_draw();
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.blur.SHADER = [
|
|
|
|
'precision highp float;',
|
|
|
|
'varying vec2 vUv;',
|
|
|
|
'uniform sampler2D texture;',
|
|
|
|
'uniform vec2 px;',
|
|
|
|
|
|
|
|
'void main(void) {',
|
|
|
|
'gl_FragColor = vec4(0.0);',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2(-7.0*px.x, -7.0*px.y))*0.0044299121055113265;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2(-6.0*px.x, -6.0*px.y))*0.00895781211794;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2(-5.0*px.x, -5.0*px.y))*0.0215963866053;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2(-4.0*px.x, -4.0*px.y))*0.0443683338718;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2(-3.0*px.x, -3.0*px.y))*0.0776744219933;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2(-2.0*px.x, -2.0*px.y))*0.115876621105;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2(-1.0*px.x, -1.0*px.y))*0.147308056121;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv )*0.159576912161;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2( 1.0*px.x, 1.0*px.y))*0.147308056121;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2( 2.0*px.x, 2.0*px.y))*0.115876621105;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2( 3.0*px.x, 3.0*px.y))*0.0776744219933;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2( 4.0*px.x, 4.0*px.y))*0.0443683338718;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2( 5.0*px.x, 5.0*px.y))*0.0215963866053;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2( 6.0*px.x, 6.0*px.y))*0.00895781211794;',
|
|
|
|
'gl_FragColor += texture2D(texture, vUv + vec2( 7.0*px.x, 7.0*px.y))*0.0044299121055113265;',
|
|
|
|
'}',
|
|
|
|
].join('\n');
|
|
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
|
|
// Pixelate Filter
|
|
|
|
|
|
|
|
_filter.pixelate = function (size) {
|
|
|
|
const blurSizeX = (size) / _width;
|
|
|
|
const blurSizeY = (size) / _height;
|
|
|
|
|
|
|
|
const program = _compileShader(_filter.pixelate.SHADER);
|
|
|
|
|
|
|
|
// Horizontal
|
|
|
|
gl.uniform2f(program.uniform.size, blurSizeX, blurSizeY);
|
|
|
|
_draw();
|
|
|
|
};
|
|
|
|
|
|
|
|
_filter.pixelate.SHADER = [
|
|
|
|
'precision highp float;',
|
|
|
|
'varying vec2 vUv;',
|
|
|
|
'uniform vec2 size;',
|
|
|
|
'uniform sampler2D texture;',
|
|
|
|
|
|
|
|
'vec2 pixelate(vec2 coord, vec2 size) {',
|
|
|
|
'return floor( coord / size ) * size;',
|
|
|
|
'}',
|
|
|
|
|
|
|
|
'void main(void) {',
|
|
|
|
'gl_FragColor = vec4(0.0);',
|
|
|
|
'vec2 coord = pixelate(vUv, size);',
|
|
|
|
'gl_FragColor += texture2D(texture, coord);',
|
|
|
|
'}',
|
|
|
|
].join('\n');
|
|
|
|
};
|
|
|
|
|
|
|
|
exports.Canvas = WebGLImageFilter;
|