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1、平滑
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<coreSize; y++)
{
for(int x=0; x<coreSize; x++)
{
vec4 currentColor=texture2D(U_MainTexture, M_coord+vec2((-1+x)*texelOffset,(-1+y)*texelOffset));
color += currentColor * kernel[index++];
}
}
color /= 9.0;
gl_FragColor = color;
}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<coreSize; y++)
{
for(int x=0; x<coreSize; x++)
{
vec4 currentColor=texture2D(U_MainTexture, M_coord+vec2((-1+x)*texelOffset,(-1+y)*texelOffset));
color += currentColor * kernel[index++];
}
}
//color /= 9.0;
gl_FragColor = 4.0 * color + texture2D(U_MainTexture, M_coord);
}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<coreSize; y++)
{
for(int x=0; x<coreSize; x++)
{
vec4 currentColor=texture2D(U_MainTexture, M_coord+vec2((-1+x)*texelOffset,(-1+y)*texelOffset));
color += currentColor * kernel[index++];
}
}
//color /= 9.0;
gl_FragColor = 4.0 * color + texture2D(U_MainTexture, M_coord);
}效果图

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