我正在使用https://github.com/natario1/CameraView该库来将负像捕获为正像,并且正在使用openGl着色器。我需要一个滤镜,可以在其中以黑白模式(而不是正常的颜色模式)(库中当前可用)将负像捕获为正像。我尝试混合使用这两个滤镜,即首先在彩色模式下将负像捕获为正像,然后应用黑白模式滤镜,但是由于我是openGl的新手,所以我无法做到这一点。请在这方面帮助我。高度赞赏。我正在使用的着色器如下:
This shader is used to convert the negative to positive in color mode.
private final static String FRAGMENT_SHADER = "#extension GL_OES_EGL_image_external : require\n"
+ "precision mediump float;\n"
+ "varying vec2 "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+";\n"
+ "uniform samplerExternalOES sTexture;\n"
+ "void main() {\n"
+ " vec4 color = texture2D(sTexture, "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+");\n"
+ " float colorR = (1.0 - color.r) / 1.0;\n"
+ " float colorG = (1.0 - color.g) / 1.0;\n"
+ " float colorB = (1.0 - color.b) / 1.0;\n"
+ " gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n"
+ "}\n";
This shader is used to change the normal positive image in Black & White mode.
private final static String FRAGMENT_SHADER = "#extension GL_OES_EGL_image_external : require\n"
+ "precision mediump float;\n"
+ "varying vec2 "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+";\n"
+ "uniform samplerExternalOES sTexture;\n" + "void main() {\n"
+ " vec4 color = texture2D(sTexture, "+DEFAULT_FRAGMENT_TEXTURE_COORDINATE_NAME+");\n"
+ " float colorR = (color.r + color.g + color.b) / 3.0;\n"
+ " float colorG = (color.r + color.g + color.b) / 3.0;\n"
+ " float colorB = (color.r + color.g + color.b) / 3.0;\n"
+ " gl_FragColor = vec4(colorR, colorG, colorB, color.a);\n"
+ "}\n";
Please help in making a filter which can direct capture the negative image to positive in Black & White mode.
Thanks.
您可以在单个着色器中使用单线来实现:
gl_FragColor = vec4(vec3(dot(1.0 - color.rgb, vec3(1.0/3.0))), color.a);