uniform mat4 uMVPMatrix; //旋转平移缩放 总变换矩阵。物体矩阵乘以它即可产生变换
attribute vec3 objectPosition; //物体位置向量,参与运算但不输出给片源
attribute vec4 objectColor; //物理颜色向量
attribute vec2 vTexCoord; //纹理内坐标
varying vec4 fragObjectColor;//输出处理后的颜色值给片元程序
varying vec2 fragVTexCoord;//输出处理后的纹理内坐标给片元程序
void main() {
vec2 temp = vec2(1.0, 1.0);
gl_Position = uMVPMatrix * vec4(objectPosition, 1.0); //设置物体位置
fragVTexCoord = vTexCoord; //默认无任何处理,直接输出物理内采样坐标
fragObjectColor = objectColor; //默认无任何处理,输出颜色值到片源
}
#extension GL_OES_EGL_image_external : require\n
precision highp float;
uniform samplerExternalOES oesTexture;//OES形式的纹理输入
uniform int funChoice;
uniform float frame;//第几帧
uniform float brightness;//亮度
uniform float contrast;//对比度
uniform vec3 rgbWeight; //白平衡
uniform vec2 resolution;//容器的分辨率
uniform vec2 videoResolution;//视频自身的分辨率
varying vec4 fragObjectColor;//接收vertShader处理后的颜色值给片元程序
varying vec2 fragVTexCoord;//接收vertShader处理后的纹理内坐标给片元程序
float fakeRandom(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123 * frame / 1000.0);
}
//添加噪声进行测试
vec3 getNoise(vec2 st) {
float rnd = fakeRandom(st);
return vec3(rnd);
}
void main() {
vec2 xy = vec2(fragVTexCoord.s, 1.0 - fragVTexCoord.t);
vec3 rgbWithBrightness = texture2D(oesTexture, xy).rgb * rgbWeight + brightness; //亮度调节
vec3 rgbWithContrast = rgbWithBrightness + (rgbWithBrightness - 0.5) * contrast / 1.0; //对比度调整 参考https://blog.csdn.net/yuhengyue/article/details/103856476
//gl_FragColor = vec4(rgbWithContrast, fragObjectColor.a);
//cjztest 噪声测试
gl_FragColor = vec4(getNoise(fragVTexCoord) * rgbWithContrast.rgb, 1.0);
}
效果: