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GPUImageErosionFilter.m
194 lines (161 loc) · 7.57 KB
/
GPUImageErosionFilter.m
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#import "GPUImageErosionFilter.h"
#import "GPUImageDilationFilter.h"
@implementation GPUImageErosionFilter
// Radius: 1
NSString *const kGPUImageErosionRadiusOneFragmentShaderString = SHADER_STRING
(
precision lowp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
float centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate).r;
float oneStepPositiveIntensity = texture2D(inputImageTexture, oneStepPositiveTextureCoordinate).r;
float oneStepNegativeIntensity = texture2D(inputImageTexture, oneStepNegativeTextureCoordinate).r;
lowp float minValue = min(centerIntensity, oneStepPositiveIntensity);
minValue = min(minValue, oneStepNegativeIntensity);
gl_FragColor = vec4(vec3(minValue), 1.0);
}
);
// Radius: 2
NSString *const kGPUImageErosionRadiusTwoFragmentShaderString = SHADER_STRING
(
precision lowp float;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
float centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate).r;
float oneStepPositiveIntensity = texture2D(inputImageTexture, oneStepPositiveTextureCoordinate).r;
float oneStepNegativeIntensity = texture2D(inputImageTexture, oneStepNegativeTextureCoordinate).r;
float twoStepsPositiveIntensity = texture2D(inputImageTexture, twoStepsPositiveTextureCoordinate).r;
float twoStepsNegativeIntensity = texture2D(inputImageTexture, twoStepsNegativeTextureCoordinate).r;
lowp float minValue = min(centerIntensity, oneStepPositiveIntensity);
minValue = min(minValue, oneStepNegativeIntensity);
minValue = min(minValue, twoStepsPositiveIntensity);
minValue = min(minValue, twoStepsNegativeIntensity);
gl_FragColor = vec4(vec3(minValue), 1.0);
}
);
// Radius: 3
NSString *const kGPUImageErosionRadiusThreeFragmentShaderString = SHADER_STRING
(
precision lowp 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()
{
float centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate).r;
float oneStepPositiveIntensity = texture2D(inputImageTexture, oneStepPositiveTextureCoordinate).r;
float oneStepNegativeIntensity = texture2D(inputImageTexture, oneStepNegativeTextureCoordinate).r;
float twoStepsPositiveIntensity = texture2D(inputImageTexture, twoStepsPositiveTextureCoordinate).r;
float twoStepsNegativeIntensity = texture2D(inputImageTexture, twoStepsNegativeTextureCoordinate).r;
float threeStepsPositiveIntensity = texture2D(inputImageTexture, threeStepsPositiveTextureCoordinate).r;
float threeStepsNegativeIntensity = texture2D(inputImageTexture, threeStepsNegativeTextureCoordinate).r;
lowp float minValue = min(centerIntensity, oneStepPositiveIntensity);
minValue = min(minValue, oneStepNegativeIntensity);
minValue = min(minValue, twoStepsPositiveIntensity);
minValue = min(minValue, twoStepsNegativeIntensity);
minValue = min(minValue, threeStepsPositiveIntensity);
minValue = min(minValue, threeStepsNegativeIntensity);
gl_FragColor = vec4(vec3(minValue), 1.0);
}
);
// Radius: 4
NSString *const kGPUImageErosionRadiusFourFragmentShaderString = SHADER_STRING
(
precision lowp 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()
{
float centerIntensity = texture2D(inputImageTexture, centerTextureCoordinate).r;
float oneStepPositiveIntensity = texture2D(inputImageTexture, oneStepPositiveTextureCoordinate).r;
float oneStepNegativeIntensity = texture2D(inputImageTexture, oneStepNegativeTextureCoordinate).r;
float twoStepsPositiveIntensity = texture2D(inputImageTexture, twoStepsPositiveTextureCoordinate).r;
float twoStepsNegativeIntensity = texture2D(inputImageTexture, twoStepsNegativeTextureCoordinate).r;
float threeStepsPositiveIntensity = texture2D(inputImageTexture, threeStepsPositiveTextureCoordinate).r;
float threeStepsNegativeIntensity = texture2D(inputImageTexture, threeStepsNegativeTextureCoordinate).r;
float fourStepsPositiveIntensity = texture2D(inputImageTexture, fourStepsPositiveTextureCoordinate).r;
float fourStepsNegativeIntensity = texture2D(inputImageTexture, fourStepsNegativeTextureCoordinate).r;
lowp float 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);
minValue = min(minValue, fourStepsNegativeIntensity);
gl_FragColor = vec4(vec3(minValue), 1.0);
}
);
#pragma mark -
#pragma mark Initialization and teardown
- (id)initWithRadius:(NSUInteger)dilationRadius;
{
NSString *fragmentShaderForThisRadius = nil;
NSString *vertexShaderForThisRadius = nil;
switch (dilationRadius)
{
case 0:
case 1:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusOneVertexShaderString;
fragmentShaderForThisRadius = kGPUImageErosionRadiusOneFragmentShaderString;
}; break;
case 2:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusTwoVertexShaderString;
fragmentShaderForThisRadius = kGPUImageErosionRadiusTwoFragmentShaderString;
}; break;
case 3:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusThreeVertexShaderString;
fragmentShaderForThisRadius = kGPUImageErosionRadiusThreeFragmentShaderString;
}; break;
case 4:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusFourVertexShaderString;
fragmentShaderForThisRadius = kGPUImageErosionRadiusFourFragmentShaderString;
}; break;
default:
{
vertexShaderForThisRadius = kGPUImageDilationRadiusFourVertexShaderString;
fragmentShaderForThisRadius = kGPUImageErosionRadiusFourFragmentShaderString;
}; 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