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this is the beauty shader which i am using in gpu image and it's working.but in this library i can't make it work anyone knows how to make it work?
" varying highp vec2 textureCoordinate;\n" + "\n" + " uniform sampler2D inputImageTexture;\n" + "\n" + " uniform highp vec2 singleStepOffset;\n" + " uniform highp vec4 params;\n" + " uniform highp float brightness;\n" + "\n" + " const highp vec3 W = vec3(0.299, 0.587, 0.114);\n" + " const highp mat3 saturateMatrix = mat3(\n" + " 1.1102, -0.0598, -0.061,\n" + " -0.0774, 1.0826, -0.1186,\n" + " -0.0228, -0.0228, 1.1772);\n" + " highp vec2 blurCoordinates[24];\n" + "\n" + " highp float hardLight(highp float color) {\n" + " if (color <= 0.5)\n" + " color = color * color * 2.0;\n" + " else\n" + " color = 1.0 - ((1.0 - color)*(1.0 - color) * 2.0);\n" + " return color;\n" + "}\n" + "\n" + " void main(){\n" + " highp vec3 centralColor = texture2D(inputImageTexture, textureCoordinate).rgb;\n" + " blurCoordinates[0] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -10.0);\n" + " blurCoordinates[1] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 10.0);\n" + " blurCoordinates[2] = textureCoordinate.xy + singleStepOffset * vec2(-10.0, 0.0);\n" + " blurCoordinates[3] = textureCoordinate.xy + singleStepOffset * vec2(10.0, 0.0);\n" + " blurCoordinates[4] = textureCoordinate.xy + singleStepOffset * vec2(5.0, -8.0);\n" + " blurCoordinates[5] = textureCoordinate.xy + singleStepOffset * vec2(5.0, 8.0);\n" + " blurCoordinates[6] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, 8.0);\n" + " blurCoordinates[7] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, -8.0);\n" + " blurCoordinates[8] = textureCoordinate.xy + singleStepOffset * vec2(8.0, -5.0);\n" + " blurCoordinates[9] = textureCoordinate.xy + singleStepOffset * vec2(8.0, 5.0);\n" + " blurCoordinates[10] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, 5.0);\n" + " blurCoordinates[11] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, -5.0);\n" + " blurCoordinates[12] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -6.0);\n" + " blurCoordinates[13] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 6.0);\n" + " blurCoordinates[14] = textureCoordinate.xy + singleStepOffset * vec2(6.0, 0.0);\n" + " blurCoordinates[15] = textureCoordinate.xy + singleStepOffset * vec2(-6.0, 0.0);\n" + " blurCoordinates[16] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, -4.0);\n" + " blurCoordinates[17] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, 4.0);\n" + " blurCoordinates[18] = textureCoordinate.xy + singleStepOffset * vec2(4.0, -4.0);\n" + " blurCoordinates[19] = textureCoordinate.xy + singleStepOffset * vec2(4.0, 4.0);\n" + " blurCoordinates[20] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, -2.0);\n" + " blurCoordinates[21] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, 2.0);\n" + " blurCoordinates[22] = textureCoordinate.xy + singleStepOffset * vec2(2.0, -2.0);\n" + " blurCoordinates[23] = textureCoordinate.xy + singleStepOffset * vec2(2.0, 2.0);\n" + "\n" + " highp float sampleColor = centralColor.g * 22.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[0]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[1]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[2]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[3]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[4]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[5]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[6]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[7]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[8]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[9]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[10]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[11]).g;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[12]).g * 2.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[13]).g * 2.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[14]).g * 2.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[15]).g * 2.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[16]).g * 2.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[17]).g * 2.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[18]).g * 2.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[19]).g * 2.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[20]).g * 3.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[21]).g * 3.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[22]).g * 3.0;\n" + " sampleColor += texture2D(inputImageTexture, blurCoordinates[23]).g * 3.0;\n" + "\n" + " sampleColor = sampleColor / 62.0;\n" + "\n" + " highp float highPass = centralColor.g - sampleColor + 0.5;\n" + "\n" + " for (int i = 0; i < 5; i++) {\n" + " highPass = hardLight(highPass);\n" + " }\n" + " highp float lumance = dot(centralColor, W);\n" + "\n" + " highp float alpha = pow(lumance, params.r);\n" + "\n" + " highp vec3 smoothColor = centralColor + (centralColor-vec3(highPass))*alpha*0.1;\n" + "\n" + " smoothColor.r = clamp(pow(smoothColor.r, params.g), 0.0, 1.0);\n" + " smoothColor.g = clamp(pow(smoothColor.g, params.g), 0.0, 1.0);\n" + " smoothColor.b = clamp(pow(smoothColor.b, params.g), 0.0, 1.0);\n" + "\n" + " highp vec3 lvse = vec3(1.0)-(vec3(1.0)-smoothColor)*(vec3(1.0)-centralColor);\n" + " highp vec3 bianliang = max(smoothColor, centralColor);\n" + " highp vec3 rouguang = 2.0*centralColor*smoothColor + centralColor*centralColor - 2.0*centralColor*centralColor*smoothColor;\n" + "\n" + " gl_FragColor = vec4(mix(centralColor, lvse, alpha), 1.0);\n" + " gl_FragColor.rgb = mix(gl_FragColor.rgb, bianliang, alpha);\n" + " gl_FragColor.rgb = mix(gl_FragColor.rgb, rouguang, params.b);\n" + "\n" + " highp vec3 satcolor = gl_FragColor.rgb * saturateMatrix;\n" + " gl_FragColor.rgb = mix(gl_FragColor.rgb, satcolor, params.a);\n" + " gl_FragColor.rgb = vec3(gl_FragColor.rgb + vec3(brightness));\n" + "}";
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this is the beauty shader which i am using in gpu image and it's working.but in this library i can't make it work anyone knows how to make it work?
The text was updated successfully, but these errors were encountered: