具有透明背景的Chromakey glsl着色器

问题描述 投票:0回答:1

这是带有抠像着色器的P5 js的示例(从shadertoy移植)使背景图像透明的最佳方法是什么?我试图通过loadImage()方法将其更改为具有透明性的png图像,但它不起作用,草图无法加载。我什至尝试启用设置功能中的gl.enable(gl.BLEND)。是否应该对背景图像也使用texture2d()方法,还是仅将颜色与alpha一起使用?

片段着色器:

precision mediump float;

uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 iResolution;

mat4 RGBtoYUV = mat4(0.257,  0.439, -0.148, 0.0,
                        0.504, -0.368, -0.291, 0.0,
                        0.098, -0.071,  0.439, 0.0,
                        0.0625, 0.500,  0.500, 1.0 );

vec4 chromaKey = vec4(0.05, 0.63, 0.14, 1);

vec2 maskRange = vec2(0.005, 0.26);

float colorclose(vec3 yuv, vec3 keyYuv, vec2 tol)
{
    float tmp = sqrt(pow(keyYuv.g - yuv.g, 2.0) + pow(keyYuv.b - yuv.b, 2.0));
    if (tmp < tol.x)
        return 0.0;
    else if (tmp < tol.y)
        return (tmp - tol.x)/(tol.y - tol.x);
    else
        return 1.0;
}

void main()
{
    vec2 fragPos =  gl_FragCoord.xy / iResolution.xy;
    vec4 texColor0 = texture2D(tex0, fragPos);
    vec4 texColor1 = texture2D(tex1, fragPos);

    vec4 keyYUV =  RGBtoYUV * chromaKey;
    vec4 yuv = RGBtoYUV * texColor0;

    float mask = 1.0 - colorclose(yuv.rgb, keyYUV.rgb, maskRange);
    gl_FragColor = max(texColor0 - mask * chromaKey, 0.0) + texColor1 * mask;
}

顶点着色器:

attribute vec3 aPosition;

void main() {

  vec4 positionVec4 = vec4(aPosition, 1.0);
  positionVec4.xy = positionVec4.xy * 2.0 - 1.0;

  gl_Position = positionVec4;
}

P5 js代码段:

  function preload(){

     theShader = loadShader('webcam.vert', 'webcam.frag');

     img = loadImage('https://princetonlibrary.org/wp-content/uploads/2018/04/p5js.png');
     //img = loadImage('https://p5js.org/assets/img/asterisk-01-01.png'); // use alpha

     //gl.enable(gl.BLEND);


  }
  function draw(){
     shaderTexture.shader(theShader);
     theShader.setUniform('tex0', cam);
     theShader.setUniform('tex1', img);
     theShader.setUniform('iResolution', [width, height]);
  }

Complete code on glitch

glsl webgl p5.js
1个回答
0
投票

设置动态色度键透明度

将以下制服添加到碎片着色器中

uniform float backgroundAlpha;

更改碎片着色器的最后一行来自

gl_FragColor = max(texColor0 - mask * chromaKey, 0.0) + texColor1 * mask;

to

vec4 col = max(texColor0-mask*chromaKey,0.0) + texColor1*mask*vec4(vec3(1), backgroundAlpha);
if (col.a > 0.0) {
    gl_FragColor = col;
} else {
    discard;
}

然后将制服设置为所需的背景Alpha等级

const bgLoc = gl.getUniformLocaton(program, "backgroundAlpha");
gl.uniform1f(bgLoc, 0);

// or with p5
theShader.setUniform('backgroundAlpha', 0);  // 0 is full transparent

确保设置了混合模式

gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

// however you do that in P5.js

重要确保在该对象后面的所有对象之后绘制该对象。如果您不这样做,则半透明边缘将不会显示背景对象,而只会显示在渲染时对象后面的内容。

注意,如果您希望它始终是完全透明的,则无需添加第二个纹理贴图,请在JS和碎片着色器中删除tex1统一和相关代码。那么最后一行就是...(不需要统一的backgroundAlpha

vec4 col = max(texColor0 - mask * chromaKey, 0.0);
if (col.a > 0.0) {
    gl_FragColor = col;
} else {
    discard;
}

更好的抠像着色器

以下着色器将删除从0到keyRGBA范围内的键色range.y,并使用(Hermite)曲线平滑从range.xrange.y的过渡。

您的代码使用的色彩空间转换看起来很奇怪,我找不到使用该转换的任何内容。我使用了色彩空间YC b C r亮度Y被忽略,因此所需要的只是色度分量

uniform sampler2D tex0;         
uniform vec4 keyRGBA;    // key color as rgba
uniform vec2 keyCC;      // the CC part of YCC color model of key color 
uniform vec2 range;      // the smoothstep range
uniform vec2 iResolution;

vec2 RGBToCC(vec4 rgba) {
    float Y = 0.299 * rgba.r + 0.587 * rgba.g + 0.114 * rgba.b;
    return vec2((rgba.b - Y) * 0.565, (rgba.r - Y) * 0.713);
}               
void main() {
    vec4 src1Color = texture2D(tex0,  gl_FragCoord.xy / iResolution);
    vec2 CC = RGBToCC(src1Color);
    float mask = sqrt(pow(keyCC.x - CC.x, 2.0) + pow(keyCC.y - CC.y, 2.0));
    mask = smoothstep(range.x, range.y, mask);
    if (mask == 0.0) { discard; }
    else if (mask == 1.0) { gl_FragColor = src1Color; }
    else { gl_FragColor = max(src1Color - (1.0 - mask) * keyRGBA, 0.0); }
}

可以如下设置制服rangekeyRGBAkeyCC

const RGBAToCC = (r, g, b) => {
    const y = 0.299 * r + 0.587 * g + 0.114 * b;
    return [(b - y) * 0.565, (r - y) * 0.713];
};
const keyRGBA = [0.05, 0.63, 0.14, 1];  // the green from your code
const range = [0.11, 0.22];             // A guess at the range needed
const keyCC = RGBAToCC(...keyRGBA);

theShader.setUniform('keyCC', keyCC);
theShader.setUniform('keyRGBA', keyRGBA);
theShader.setUniform('range', range);

[Note keyRGBA的Alpha值应为1

© www.soinside.com 2019 - 2024. All rights reserved.