使用GPUImageSketchFilter对象实现图像素描效果
NSString *const kGPUImageSketchFragmentShaderString = SHADER_STRING
(
precision mediump float; varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate; varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate; varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextureCoordinate;
varying vec2 bottomRightTextureCoordinate; uniform float edgeStrength; uniform sampler2D inputImageTexture; void main()
{
float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity; float mag = 1.0 - (length(vec2(h, v)) * edgeStrength); gl_FragColor = vec4(vec3(mag), 1.0);
}
);
+ (UIImage *)applySketchFilter:(UIImage *)image
{
GPUImageSketchFilter *filter = [[GPUImageSketchFilter alloc] init]; [filter forceProcessingAtSize:image.size];
GPUImagePicture *pic = [[GPUImagePicture alloc] initWithImage:image];
[pic addTarget:filter];
[pic processImage];
[filter useNextFrameForImageCapture]; return [filter imageFromCurrentFramebuffer];
}