基于Qt的OpenGL可编程管线学习(18)-平滑、锐化、边缘检测
1、平滑
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shader
// 平滑 uniform sampler2D U_MainTexture; uniform sampler2D U_SubTexture; varying vec2 M_coord; void main() { vec4 color = vec4(0.0); int coreSize = 3; float texelOffset = 1 / 300.0; float kernel[9]; kernel[6] = 1; kernel[7] = 1; kernel[8] = 1; kernel[3] = 1; kernel[4] = 1; kernel[5] = 1; kernel[0] = 1; kernel[1] = 1; kernel[2] = 1; int index = 0; for(int y = 0; y效果图
2、锐化
shader
// 锐化 uniform sampler2D U_MainTexture; uniform sampler2D U_SubTexture; varying vec2 M_coord; void main() { vec4 color = vec4(0.0); int coreSize = 3; float texelOffset = 1 / 300.0; float kernel[9]; kernel[6] = 0; kernel[7] = -1; kernel[8] = 0; kernel[3] = -1; kernel[4] = 4; kernel[5] = -1; kernel[0] = 0; kernel[1] = -1; kernel[2] = 0; int index = 0; for(int y = 0; y效果图
3、边缘检测
shader
// 边缘检测 uniform sampler2D U_MainTexture; uniform sampler2D U_SubTexture; varying vec2 M_coord; void main() { vec4 color = vec4(0.0); int coreSize = 3; float texelOffset = 1 / 300.0; float kernel[9]; kernel[6] = 0; kernel[7] = 1; kernel[8] = 0; kernel[3] = 1; kernel[4] = -4; kernel[5] = 1; kernel[0] = 0; kernel[1] = 1; kernel[2] = 0; int index = 0; for(int y = 0; y效果图
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