以下是一个基本的边缘检测着色器的代码示例,其中传递了3个顶点位置给着色器程序。
顶点着色器代码示例:
#version 330 core
layout (location = 0) in vec3 position;
void main()
{
gl_Position = vec4(position, 1.0);
}
片段着色器代码示例:
#version 330 core
out vec4 FragColor;
uniform vec2 resolution;
void main()
{
vec2 texelSize = 1.0 / resolution;
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
vec2 texCoord = gl_FragCoord.xy * texelSize;
vec2 offset1 = vec2(-1.0, -1.0) * texelSize;
vec2 offset2 = vec2( 0.0, -1.0) * texelSize;
vec2 offset3 = vec2( 1.0, -1.0) * texelSize;
vec2 offset4 = vec2(-1.0, 0.0) * texelSize;
vec2 offset5 = vec2( 1.0, 0.0) * texelSize;
vec2 offset6 = vec2(-1.0, 1.0) * texelSize;
vec2 offset7 = vec2( 0.0, 1.0) * texelSize;
vec2 offset8 = vec2( 1.0, 1.0) * texelSize;
vec4 color1 = texture(sampler, texCoord + offset1);
vec4 color2 = texture(sampler, texCoord + offset2);
vec4 color3 = texture(sampler, texCoord + offset3);
vec4 color4 = texture(sampler, texCoord + offset4);
vec4 color5 = texture(sampler, texCoord + offset5);
vec4 color6 = texture(sampler, texCoord + offset6);
vec4 color7 = texture(sampler, texCoord + offset7);
vec4 color8 = texture(sampler, texCoord + offset8);
float edge = length(color1.rgb - color8.rgb) +
length(color2.rgb - color7.rgb) +
length(color3.rgb - color6.rgb) +
length(color4.rgb - color5.rgb);
FragColor = vec4(edge, edge, edge, 1.0);
}
请注意,这只是一个简单的边缘检测着色器示例,实际应用中可能需要根据需求进行修改。在这个示例中,通过计算相邻像素的颜色差异,将边缘区域着色为白色。
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