将摄像头视频实时渲染成多彩沙尘滤镜效果
代码语言:html
所属分类:视觉差异
代码描述:将摄像头视频实时渲染成多彩沙尘滤镜效果
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<style>
body {
margin:0;
}
canvas {
position: fixed;
}
</style>
</head>
<body translate="no">
<canvas id="webgl" width="500" height="1758"></canvas>
<script id="vertexShader" type="x-shader/x-vertex">
attribute vec4 a_position;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main() {
gl_Position = a_position;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision highp float;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform sampler2D u_noise;
uniform int u_frame;
uniform sampler2D u_buffer;
uniform bool u_bufferpass;
uniform vec2 u_video_size;
uniform float u_video_ratio;
uniform sampler2D u_video;
vec2 getScreenSpace() {
vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
return uv;
}
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec2 rotate(float a, vec2 v) {
float c = cos(a);
float s = sin(a);
return mat2(c, -s, s, c) * v;
}
vec3 rgb2hsv(vec3 rgb) {
float Cmax = max(rgb.r, max(rgb.g, rgb.b));
float Cmin = min(rgb.r, min(rgb.g, rgb.b));
float delta = Cmax - Cmin;
vec3 hsv = vec3(0., 0., Cmax);
if (Cmax > Cmin) {
hsv.y = delta / Cmax;
if (rgb.r == Cmax)
hsv.x = (rgb.g - rgb.b) / delta;
else {
if (rgb.g == Cmax)
hsv.x = 2. + (rgb.b - rgb.r) / delta;
else
hsv.x = 4. + (rgb.r - rgb.g) / delta;
}
hsv.x = fract(hsv.x / 6.);
}
return hsv;
}
vec4 render_effect() {
if (u_frame < 1) {
return vec4(0.);
}
vec2 uv = getScreenSpace();
vec2 s = gl_FragCoord.xy/u_resolution.xy;
float t = u_resolution.x / u_resolution.y;
float video_ratio = u_video_size.x/u_video_size.y;
float diff = t / video_ratio;
vec2 sample = (uv) * vec2(1., video_ratio)+.5;
if(t < video_ratio) {
sample = (s) * vec2(diff, 1.);
sample.x += (video_ratio - t) * .5;
} else {
sample = (s) / vec2(1., diff);
}
vec3 old_col = texture2D(u_video, sample).rgb;
#define PI 3.141592653589793
#define TAU 6.283185307179586
#define pow2(x) (x * x)
#define OCTAVES 8
const vec3 blue = vec3(0./255., 230./255., 300./255.);
const vec3 green = vec3(0./255., 200./255., 0./255.);
const vec3 pink = vec3(243./255., 98./255., 121./255.);
const vec3 yellow = vec3(249./255., 234./255., 53./255.);
const float aMult = 2.293;
const float bMult = 4.15;
const float cMult = 2.2;
vec2 _uv = uv;
_uv *= 8.;
_uv.x += u_time;
_uv.y += sin(u_time)*5.;
float a=1.0;
float b=1.0;
float c=1.0;
float d=0.0;
for(int s=0;s<OCTAVES;s++) {
vec2 r;
r=vec2(cos(_uv.y*a-d+u_time/b),sin(_uv.x*a-d+u_time/b))/c;
r+=vec2(-r.y,r.x)*0.3;
_uv.xy+=r;
_uv = rotate(sin(length(r))*.05, _uv);
a *= aMult;
b *= bMult;
c *= cMult;
d += 0.05+0.1*u_time*b;
}
vec3 oldcamcol = old_col;
old_col = mix(
old_col,
blue*blue*.5,
smoothstep(0.5, 1., sin(_uv.x+_uv.y*2.) * (1.-old_col))
);
old_col *= mix(
pink*pink*2.,
blue*blue*.9,
smoothstep(-.8, .8, sin(_uv.x))
);
float mixer = sin((_uv.y+u_time))*0.5+0.5;
old_col = mix(old_col,
mix(
green,
yellow,
smoothstep(1.1, .9, mixer)
),
mixer*oldcamcol
);
// old_col = blur(u_video, sample);
vec2 dsp = rgb2hsv(old_col).xy;
float e = 1e-4;
vec2 sc = s * 2.;
dsp = normalize(_uv);
vec2 buffer_sample = s + (rotate(atan(old_col.x, old_col.y), dsp)) / u_resolution.y;
vec3 new_col = texture2D(u_buffer, buffer_sample).rgb;
vec3 col = mix(old_col, new_col, float(rand(uv + u_time) < .98));
// vec3 col = (old_col + new_col * .95)*.5;
return vec4(col, 1.);
}
void main() {
if(u_bufferpass) {
gl_FragColor = render_effect();
} else {
vec4 tex = texture2D(u_buffer, gl_FragCoord.xy/u_resolution.xy);
gl_FragColor = vec4(tex.rgb, 1.);
}
}
</script>
<script >
/**
* A basic Web GL class. This provides a very basic setup for GLSL shader code.
* Currently it doesn't support anything except for clip-space 3d, but this was
* done so that we could start writing fragments right out of the gate. My
* Intention is to update it with particle and polygonal 3d support later on.
*
* @class WTCGL
* @author Liam Egan <liam@wethecollective.com>
* @version 0.0.8
* @created Jan 16, 2019
*/
class WTCGL {
/**
* The WTCGL Class constructor. If construction of the webGL context fails
* for any reason this will return null.
*
* @TODO make the dimension properties properly optional
* @TODO provide the ability to allow for programmable buffers
*
* @constructor
* @param {HTMLElement} el The canvas element to use as the root
* @param {string} vertexShaderSource The vertex shader source
* @param {string} fragmentShaderSource .........完整代码请登录后点击上方下载按钮下载查看
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