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GPUImageRGBErosionFilter.m
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GPUImageRGBErosionFilter.m
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#import "GPUImageRGBErosionFilter.h"
#import "GPUImageDilationFilter.h"
// Radius 1
NSString *const kGPUImageRGBErosionRadiusOneFragmentShaderString = SHADER_STRING
(
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
lowp vec4 centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate);
lowp vec4 oneStepPositiveIntensity = texture2D(inputImageTexture, oneStepPositiveTextureCoordinate);
lowp vec4 oneStepNegativeIntensity = texture2D(inputImageTexture, oneStepNegativeTextureCoordinate);
lowp vec4 minValue = min(centerIntensity, oneStepPositiveIntensity);
gl_FragColor = min(minValue, oneStepNegativeIntensity);
}
);
// Radius 2
NSString *const kGPUImageRGBErosionRadiusTwoFragmentShaderString = SHADER_STRING
(
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
lowp vec4 centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate);
lowp vec4 oneStepPositiveIntensity = texture2D(inputImageTexture, oneStepPositiveTextureCoordinate);
lowp vec4 oneStepNegativeIntensity = texture2D(inputImageTexture, oneStepNegativeTextureCoordinate);
lowp vec4 twoStepsPositiveIntensity = texture2D(inputImageTexture, twoStepsPositiveTextureCoordinate);
lowp vec4 twoStepsNegativeIntensity = texture2D(inputImageTexture, twoStepsNegativeTextureCoordinate);
lowp vec4 minValue = min(centerIntensity, oneStepPositiveIntensity);
minValue = min(minValue, oneStepNegativeIntensity);
minValue = min(minValue, twoStepsPositiveIntensity);
gl_FragColor = min(minValue, twoStepsNegativeIntensity);
}
);
// Radius 3
NSString *const kGPUImageRGBErosionRadiusThreeFragmentShaderString = SHADER_STRING
(
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying vec2 threeStepsNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
lowp vec4 centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate);
lowp vec4 oneStepPositiveIntensity = texture2D(inputImageTexture, oneStepPositiveTextureCoordinate);
lowp vec4 oneStepNegativeIntensity = texture2D(inputImageTexture, oneStepNegativeTextureCoordinate);
lowp vec4 twoStepsPositiveIntensity = texture2D(inputImageTexture, twoStepsPositiveTextureCoordinate);
lowp vec4 twoStepsNegativeIntensity = texture2D(inputImageTexture, twoStepsNegativeTextureCoordinate);
lowp vec4 threeStepsPositiveIntensity = texture2D(inputImageTexture, threeStepsPositiveTextureCoordinate);
lowp vec4 threeStepsNegativeIntensity = texture2D(inputImageTexture, threeStepsNegativeTextureCoordinate);
lowp vec4 minValue = min(centerIntensity, oneStepPositiveIntensity);
minValue = min(minValue, oneStepNegativeIntensity);
minValue = min(minValue, twoStepsPositiveIntensity);
minValue = min(minValue, twoStepsNegativeIntensity);
minValue = min(minValue, threeStepsPositiveIntensity);
gl_FragColor = min(minValue, threeStepsNegativeIntensity);
}
);
// Radius 4
NSString *const kGPUImageRGBErosionRadiusFourFragmentShaderString = SHADER_STRING
(
precision highp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying vec2 threeStepsNegativeTextureCoordinate;
varying vec2 fourStepsPositiveTextureCoordinate;
varying vec2 fourStepsNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
lowp vec4 centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate);
lowp vec4 oneStepPositiveIntensity = texture2D(inputImageTexture, oneStepPositiveTextureCoordinate);
lowp vec4 oneStepNegativeIntensity = texture2D(inputImageTexture, oneStepNegativeTextureCoordinate);
lowp vec4 twoStepsPositiveIntensity = texture2D(inputImageTexture, twoStepsPositiveTextureCoordinate);
lowp vec4 twoStepsNegativeIntensity = texture2D(inputImageTexture, twoStepsNegativeTextureCoordinate);
lowp vec4 threeStepsPositiveIntensity = texture2D(inputImageTexture, threeStepsPositiveTextureCoordinate);
lowp vec4 threeStepsNegativeIntensity = texture2D(inputImageTexture, threeStepsNegativeTextureCoordinate);
lowp vec4 fourStepsPositiveIntensity = texture2D(inputImageTexture, fourStepsPositiveTextureCoordinate);
lowp vec4 fourStepsNegativeIntensity = texture2D(inputImageTexture, fourStepsNegativeTextureCoordinate);
lowp vec4 minValue = min(centerIntensity, oneStepPositiveIntensity);
minValue = min(minValue, oneStepNegativeIntensity);
minValue = min(minValue, twoStepsPositiveIntensity);
minValue = min(minValue, twoStepsNegativeIntensity);
minValue = min(minValue, threeStepsPositiveIntensity);
minValue = min(minValue, threeStepsNegativeIntensity);
minValue = min(minValue, fourStepsPositiveIntensity);
gl_FragColor = min(minValue, fourStepsNegativeIntensity);
}
);
@implementation GPUImageRGBErosionFilter
#pragma mark -
#pragma mark Initialization and teardown
- (id)initWithRadius:(NSUInteger)erosionRadius;
{
NSString *fragmentShaderForThisRadius = nil;
NSString *vertexShaderForThisRadius = nil;
switch (erosionRadius)
{
case 0:
case 1:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusOneVertexShaderString;
fragmentShaderForThisRadius = kGPUImageRGBErosionRadiusOneFragmentShaderString;
}; break;
case 2:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusTwoVertexShaderString;
fragmentShaderForThisRadius = kGPUImageRGBErosionRadiusTwoFragmentShaderString;
}; break;
case 3:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusThreeVertexShaderString;
fragmentShaderForThisRadius = kGPUImageRGBErosionRadiusThreeFragmentShaderString;
}; break;
case 4:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusFourVertexShaderString;
fragmentShaderForThisRadius = kGPUImageRGBErosionRadiusFourFragmentShaderString;
}; break;
default:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusFourVertexShaderString;
fragmentShaderForThisRadius = kGPUImageRGBErosionRadiusFourFragmentShaderString;
}; break;
}
if (!(self = [super initWithFirstStageVertexShaderFromString:vertexShaderForThisRadius firstStageFragmentShaderFromString:fragmentShaderForThisRadius secondStageVertexShaderFromString:vertexShaderForThisRadius secondStageFragmentShaderFromString:fragmentShaderForThisRadius]))
{
return nil;
}
return self;
}
- (id)init;
{
if (!(self = [self initWithRadius:1]))
{
return nil;
}
return self;
}
@end