mirror of https://github.com/vladmandic/human
update imagefx
parent
224f3d26c0
commit
d23fb162a9
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@ -31,6 +31,9 @@ import jsonView from './helpers/jsonview.js';
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let human;
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let userConfig = {
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face: { enabled: false },
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body: { enabled: false },
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hand: { enabled: false },
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/*
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warmup: 'none',
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backend: 'humangl',
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@ -91,7 +94,7 @@ const ui = {
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autoPlay: false, // start webcam & detection on load
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// internal variables
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exceptionHandler: true, // should capture all unhandled exceptions
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exceptionHandler: false, // should capture all unhandled exceptions
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busy: false, // internal camera busy flag
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menuWidth: 0, // internal
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menuHeight: 0, // internal
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@ -147,6 +150,10 @@ let worker;
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let bench;
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let lastDetectedResult = {};
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// helper function: async pause
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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const delay = (ms) => new Promise((resolve) => setTimeout(resolve, ms));
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// helper function: translates json to human readable string
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function str(...msg) {
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if (!Array.isArray(msg)) return msg;
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@ -225,15 +232,18 @@ async function calcSimmilarity(result) {
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}
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const isLive = (input) => {
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const videoLive = input.readyState > 2;
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const cameraLive = input.srcObject?.getVideoTracks()[0].readyState === 'live';
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const live = (videoLive || cameraLive) && (!input.paused);
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const isCamera = input.srcObject?.getVideoTracks()[0] && input.srcObject?.getVideoTracks()[0].enabled;
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const isVideoLive = input.readyState > 2;
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const isCameraLive = input.srcObject?.getVideoTracks()[0].readyState === 'live';
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let live = isCamera ? isCameraLive : isVideoLive;
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live = live && !input.paused;
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return live;
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};
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// draws processed results and starts processing of a next frame
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let lastDraw = performance.now();
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async function drawResults(input) {
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// await delay(25);
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const result = lastDetectedResult;
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const canvas = document.getElementById('canvas');
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@ -325,6 +335,7 @@ async function drawResults(input) {
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ui.drawThread = requestAnimationFrame(() => drawResults(input));
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} else {
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cancelAnimationFrame(ui.drawThread);
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videoPause();
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ui.drawThread = null;
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}
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} else {
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@ -148,7 +148,7 @@ export function process(input: Input, config: Config, getTensor: boolean = true)
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if (config.filter.technicolor) fx.addFilter('technicolor');
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if (config.filter.polaroid) fx.addFilter('polaroid');
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if (config.filter.pixelate !== 0) fx.addFilter('pixelate', config.filter.pixelate);
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fx.apply(inCanvas);
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outCanvas = fx.apply(inCanvas);
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} else {
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copy(inCanvas, outCanvas); // if no filters applied, output canvas is input canvas
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if (fx) fx = null;
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@ -156,6 +156,7 @@ export function process(input: Input, config: Config, getTensor: boolean = true)
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}
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if (!getTensor) return { tensor: null, canvas: outCanvas }; // just canvas was requested
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if (!outCanvas) throw new Error('cannot create output canvas');
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// create tensor from image unless input was a tensor already
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let pixels;
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@ -1,15 +1,34 @@
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/**
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* Image Filters in WebGL algoritm implementation
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*
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* Based on: [WebGLImageFilter](https://github.com/phoboslab/WebGLImageFilter)
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*
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* This module is written in ES5 JS and does not conform to code and style standards
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*/
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// @ts-nocheck
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import * as shaders from './imagefxshaders';
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function GLProgram(gl, vertexSource, fragmentSource) {
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const _collect = function (source, prefix, collection) {
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class GLProgram {
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uniform = {};
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attribute = {};
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gl: WebGLRenderingContext;
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id: WebGLProgram;
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constructor(gl, vertexSource, fragmentSource) {
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this.gl = gl;
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const _vsh = this.compile(vertexSource, this.gl.VERTEX_SHADER);
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const _fsh = this.compile(fragmentSource, this.gl.FRAGMENT_SHADER);
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this.id = this.gl.createProgram() as WebGLProgram;
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this.gl.attachShader(this.id, _vsh);
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this.gl.attachShader(this.id, _fsh);
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this.gl.linkProgram(this.id);
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if (!this.gl.getProgramParameter(this.id, this.gl.LINK_STATUS)) throw new Error(`filter: gl link failed: ${this.gl.getProgramInfoLog(this.id)}`);
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this.gl.useProgram(this.id);
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this.collect(vertexSource, 'attribute', this.attribute); // Collect attributes
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for (const a in this.attribute) this.attribute[a] = this.gl.getAttribLocation(this.id, a);
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this.collect(vertexSource, 'uniform', this.uniform); // Collect uniforms
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this.collect(fragmentSource, 'uniform', this.uniform);
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for (const u in this.uniform) this.uniform[u] = this.gl.getUniformLocation(this.id, u);
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}
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collect = (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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@ -17,55 +36,32 @@ function GLProgram(gl, vertexSource, fragmentSource) {
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});
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};
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const _compile = function (source, type) {
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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)) throw new Error('filter: gl compile failed', gl.getShaderInfoLog(shader));
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compile = (source, type): WebGLShader => {
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const shader = this.gl.createShader(type) as WebGLShader;
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this.gl.shaderSource(shader, source);
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this.gl.compileShader(shader);
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if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) throw new Error(`filter: gl compile failed: ${this.gl.getShaderInfoLog(shader)}`);
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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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const _vsh = _compile(vertexSource, gl.VERTEX_SHADER);
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const _fsh = _compile(fragmentSource, gl.FRAGMENT_SHADER);
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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)) throw new Error('filter: gl link failed', gl.getProgramInfoLog(this.id));
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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) this.attribute[a] = gl.getAttribLocation(this.id, a);
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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) this.uniform[u] = gl.getUniformLocation(this.id, u);
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}
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// export const GLImageFilter = function (params) {
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export function GLImageFilter(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 _tempFramebuffers: [null, null] | [{ fbo: any, texture: any }] = [null, null];
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let _filterChain: Record<string, unknown>[] = [];
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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 _filter = {};
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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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let _currentProgram: GLProgram | null = null;
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const _canvas = params.canvas || typeof OffscreenCanvas !== 'undefined' ? new OffscreenCanvas(100, 100) : document.createElement('canvas');
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const _shaderProgramCache = { }; // key is the shader program source, value is the compiled program
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const DRAW = { INTERMEDIATE: 1 };
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const gl = _canvas.getContext('webgl');
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if (!gl) throw new Error('filter: context failed');
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if (!gl) throw new Error('filter: cannot get webgl context');
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this.addFilter = function (name) {
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// eslint-disable-next-line prefer-rest-params
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@ -79,27 +75,20 @@ export function GLImageFilter(params) {
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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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if (width === _width && height === _height) return; // Same width/height? Nothing to do here
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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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// 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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if (!_vertexBuffer) { // Create the context if we don't have it yet
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const vertices = new Float32Array([-1, -1, 0, 1, 1, -1, 1, 1, -1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 1, 1, 1, 1, 1, 0]); // Create the vertex buffer for the two triangles [x, y, u, v] * 6
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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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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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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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_tempFramebuffers = [null, null]; // Delete old temp framebuffers
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};
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const _createFramebufferTexture = function (width, height) {
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return _tempFramebuffers[index];
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};
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const _draw = function (flags = null) {
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const _draw = function (flags = 0) {
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if (!_currentProgram) return;
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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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if (_drawCount === 0) source = _sourceTexture; // First draw call - use the source texture
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else source = _getTempFramebuffer(_currentFramebufferIndex)?.texture; // All following draw calls use the temp buffer last drawn to
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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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if (_lastInChain && !(flags & DRAW.INTERMEDIATE)) { // Last filter in our chain - draw directly to the WebGL Canvas. We may 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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target = _getTempFramebuffer(_currentFramebufferIndex)?.fbo; // Intermediate draw call - get a temp buffer to draw to
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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.bindTexture(gl.TEXTURE_2D, source); // Bind the source and target and draw the two triangles
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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.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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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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if (!_sourceTexture) _sourceTexture = gl.createTexture(); // Create the texture for the input image if we haven't yet
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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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// const program = _compileShader(SHADER.FRAGMENT_IDENTITY);
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if (_filterChain.length === 0) { // draw when done with filters
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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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} else { // apply filters one-by-one recursively
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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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}
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return _canvas;
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};
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@ -184,355 +160,236 @@ export function GLImageFilter(params) {
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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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gl.useProgram(_currentProgram?.id);
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return _currentProgram;
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}
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// Compile shaders
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const 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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_currentProgram = new GLProgram(gl, SHADER.VERTEX_IDENTITY, fragmentSource);
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_currentProgram = new GLProgram(gl, shaders.vertexIdentity, 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['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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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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// -------------------------------------------------------------------------
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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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// Color Matrix Filter: Used by most color filters
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const _filter = {
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colorMatrix: (matrix) => {
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const m = new Float32Array(matrix); // Create a Float32 Array and normalize the offset component to 0-1
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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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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) // Can we ignore the alpha value? Makes things a bit faster.
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? shaders.colorMatrixWithoutAlpha
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: shaders.colorMatrixWithAlpha;
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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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brightness: (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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saturation: (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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desaturate: () => {
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_filter.saturation(-1);
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},
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contrast: (amount) => {
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const v = (amount || 0) + 1;
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const o = -128 * (v - 1);
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_filter.colorMatrix([
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v, 0, 0, 0, o,
|
||||
0, v, 0, 0, o,
|
||||
0, 0, v, 0, o,
|
||||
0, 0, 0, 1, 0,
|
||||
]);
|
||||
},
|
||||
|
||||
negative: () => {
|
||||
_filter.contrast(-2);
|
||||
},
|
||||
|
||||
hue: (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;
|
||||
_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,
|
||||
]);
|
||||
},
|
||||
|
||||
desaturateLuminance: () => {
|
||||
_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,
|
||||
]);
|
||||
},
|
||||
|
||||
sepia: () => {
|
||||
_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,
|
||||
]);
|
||||
},
|
||||
|
||||
brownie: () => {
|
||||
_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,
|
||||
]);
|
||||
},
|
||||
|
||||
vintagePinhole: () => {
|
||||
_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,
|
||||
]);
|
||||
},
|
||||
|
||||
kodachrome: () => {
|
||||
_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,
|
||||
]);
|
||||
},
|
||||
|
||||
technicolor: () => {
|
||||
_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,
|
||||
]);
|
||||
},
|
||||
|
||||
polaroid: () => {
|
||||
_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,
|
||||
]);
|
||||
},
|
||||
|
||||
shiftToBGR: () => {
|
||||
_filter.colorMatrix([
|
||||
0, 0, 1, 0, 0,
|
||||
0, 1, 0, 0, 0,
|
||||
1, 0, 0, 0, 0,
|
||||
0, 0, 0, 1, 0,
|
||||
]);
|
||||
},
|
||||
|
||||
// Convolution Filter
|
||||
convolution: (matrix) => {
|
||||
const m = new Float32Array(matrix);
|
||||
const pixelSizeX = 1 / _width;
|
||||
const pixelSizeY = 1 / _height;
|
||||
const program = _compileShader(shaders.convolution);
|
||||
gl.uniform1fv(program?.uniform['m'], m);
|
||||
gl.uniform2f(program?.uniform['px'], pixelSizeX, pixelSizeY);
|
||||
_draw();
|
||||
},
|
||||
|
||||
detectEdges: () => {
|
||||
_filter.convolution.call(this, [
|
||||
0, 1, 0,
|
||||
1, -4, 1,
|
||||
0, 1, 0,
|
||||
]);
|
||||
},
|
||||
|
||||
sobelX: () => {
|
||||
_filter.convolution.call(this, [
|
||||
-1, 0, 1,
|
||||
-2, 0, 2,
|
||||
-1, 0, 1,
|
||||
]);
|
||||
},
|
||||
|
||||
sobelY: () => {
|
||||
_filter.convolution.call(this, [
|
||||
-1, -2, -1,
|
||||
0, 0, 0,
|
||||
1, 2, 1,
|
||||
]);
|
||||
},
|
||||
|
||||
sharpen: (amount) => {
|
||||
const a = amount || 1;
|
||||
_filter.convolution.call(this, [
|
||||
0, -1 * a, 0,
|
||||
-1 * a, 1 + 4 * a, -1 * a,
|
||||
0, -1 * a, 0,
|
||||
]);
|
||||
},
|
||||
|
||||
emboss: (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
|
||||
blur: (size) => {
|
||||
const blurSizeX = (size / 7) / _width;
|
||||
const blurSizeY = (size / 7) / _height;
|
||||
const program = _compileShader(shaders.blur);
|
||||
// Vertical
|
||||
gl.uniform2f(program?.uniform['px'], 0, blurSizeY);
|
||||
_draw(DRAW.INTERMEDIATE);
|
||||
// Horizontal
|
||||
gl.uniform2f(program?.uniform['px'], blurSizeX, 0);
|
||||
_draw();
|
||||
},
|
||||
|
||||
// Pixelate Filter
|
||||
pixelate: (size) => {
|
||||
const blurSizeX = (size) / _width;
|
||||
const blurSizeY = (size) / _height;
|
||||
const program = _compileShader(shaders.pixelate);
|
||||
gl.uniform2f(program?.uniform['size'], blurSizeX, blurSizeY);
|
||||
_draw();
|
||||
},
|
||||
};
|
||||
_filter.colorMatrix.SHADER = {};
|
||||
_filter.colorMatrix.SHADER.WITH_ALPHA = [
|
||||
'precision highp float;',
|
||||
'varying vec2 vUv;',
|
||||
'uniform sampler2D texture;',
|
||||
'uniform float m[20];',
|
||||
'void main(void) {',
|
||||
'vec4 c = texture2D(texture, vUv);',
|
||||
'gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[3] * c.a + m[4];',
|
||||
'gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[8] * c.a + m[9];',
|
||||
'gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[13] * c.a + m[14];',
|
||||
'gl_FragColor.a = m[15] * c.r + m[16] * c.g + m[17] * c.b + m[18] * c.a + m[19];',
|
||||
'}',
|
||||
].join('\n');
|
||||
_filter.colorMatrix.SHADER.WITHOUT_ALPHA = [
|
||||
'precision highp float;',
|
||||
'varying vec2 vUv;',
|
||||
'uniform sampler2D texture;',
|
||||
'uniform float m[20];',
|
||||
'void main(void) {',
|
||||
'vec4 c = texture2D(texture, vUv);',
|
||||
'gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[4];',
|
||||
'gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[9];',
|
||||
'gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[14];',
|
||||
'gl_FragColor.a = c.a;',
|
||||
'}',
|
||||
].join('\n');
|
||||
|
||||
_filter.brightness = function (brightness) {
|
||||
const b = (brightness || 0) + 1;
|
||||
_filter.colorMatrix([
|
||||
b, 0, 0, 0, 0,
|
||||
0, b, 0, 0, 0,
|
||||
0, 0, b, 0, 0,
|
||||
0, 0, 0, 1, 0,
|
||||
]);
|
||||
};
|
||||
|
||||
_filter.saturation = function (amount) {
|
||||
const x = (amount || 0) * 2 / 3 + 1;
|
||||
const y = ((x - 1) * -0.5);
|
||||
_filter.colorMatrix([
|
||||
x, y, y, 0, 0,
|
||||
y, x, y, 0, 0,
|
||||
y, y, x, 0, 0,
|
||||
0, 0, 0, 1, 0,
|
||||
]);
|
||||
};
|
||||
|
||||
_filter.desaturate = function () {
|
||||
_filter.saturation(-1);
|
||||
};
|
||||
|
||||
_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);
|
||||
};
|
||||
|
||||
_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;
|
||||
|
||||
_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');
|
||||
}
|
||||
|
|
|
@ -0,0 +1,112 @@
|
|||
export const vertexIdentity = `
|
||||
precision highp float;
|
||||
attribute vec2 pos;
|
||||
attribute vec2 uv;
|
||||
varying vec2 vUv;
|
||||
uniform float flipY;
|
||||
void main(void) {
|
||||
vUv = uv;
|
||||
gl_Position = vec4(pos.x, pos.y*flipY, 0.0, 1.);
|
||||
}
|
||||
`;
|
||||
|
||||
export const fragmentIdentity = `
|
||||
precision highp float;
|
||||
varying vec2 vUv;
|
||||
uniform sampler2D texture;
|
||||
void main(void) {
|
||||
gl_FragColor = texture2D(texture, vUv);
|
||||
}
|
||||
`;
|
||||
|
||||
export const colorMatrixWithAlpha = `
|
||||
precision highp float;
|
||||
varying vec2 vUv;
|
||||
uniform sampler2D texture;
|
||||
uniform float m[20];
|
||||
void main(void) {
|
||||
vec4 c = texture2D(texture, vUv);
|
||||
gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[3] * c.a + m[4];
|
||||
gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[8] * c.a + m[9];
|
||||
gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[13] * c.a + m[14];
|
||||
gl_FragColor.a = m[15] * c.r + m[16] * c.g + m[17] * c.b + m[18] * c.a + m[19];
|
||||
}
|
||||
`;
|
||||
|
||||
export const colorMatrixWithoutAlpha = `
|
||||
precision highp float;
|
||||
varying vec2 vUv;
|
||||
uniform sampler2D texture;
|
||||
uniform float m[20];
|
||||
void main(void) {
|
||||
vec4 c = texture2D(texture, vUv);
|
||||
gl_FragColor.r = m[0] * c.r + m[1] * c.g + m[2] * c.b + m[4];
|
||||
gl_FragColor.g = m[5] * c.r + m[6] * c.g + m[7] * c.b + m[9];
|
||||
gl_FragColor.b = m[10] * c.r + m[11] * c.g + m[12] * c.b + m[14];
|
||||
gl_FragColor.a = c.a;
|
||||
}
|
||||
`;
|
||||
|
||||
export const pixelate = `
|
||||
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);
|
||||
}
|
||||
`;
|
||||
|
||||
export const blur = `
|
||||
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;
|
||||
}
|
||||
`;
|
||||
|
||||
export const convolution = `
|
||||
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;
|
||||
}
|
||||
`;
|
Loading…
Reference in New Issue