text stringlengths 9 39.2M | dir stringlengths 26 295 | lang stringclasses 185
values | created_date timestamp[us] | updated_date timestamp[us] | repo_name stringlengths 1 97 | repo_full_name stringlengths 7 106 | star int64 1k 183k | len_tokens int64 1 13.8M |
|---|---|---|---|---|---|---|---|---|
```swift
public class Erosion: TwoStageOperation {
public var radius:UInt {
didSet {
switch radius {
case 0, 1:
shader = crashOnShaderCompileFailure("Erosion"){try sharedImageProcessingContext.programForVertexShader(ErosionDilation1VertexShader, fragmentShader... | /content/code_sandbox/framework/Source/Operations/Erosion.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 327 |
```swift
#if canImport(OpenGL)
import OpenGL.GL
#endif
#if canImport(OpenGLES)
import OpenGLES
#endif
#if canImport(COpenGLES)
import COpenGLES.gles2
#endif
#if canImport(COpenGL)
import COpenGL
#endif
public class CircleGenerator: ImageGenerator {
let circleShader:ShaderProgram
public override init(s... | /content/code_sandbox/framework/Source/Operations/CircleGenerator.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 516 |
```swift
public class PolkaDot: BasicOperation {
public var dotScaling:Float = 0.90 { didSet { uniformSettings["dotScaling"] = dotScaling } }
public var fractionalWidthOfAPixel:Float = 0.01 {
didSet {
let imageWidth = 1.0 / Float(self.renderFramebuffer?.size.width ?? 2048)
unifor... | /content/code_sandbox/framework/Source/Operations/PolkaDot.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 157 |
```swift
public class SaturationBlend: BasicOperation {
public init() {
super.init(fragmentShader:SaturationBlendFragmentShader, numberOfInputs:2)
}
}
``` | /content/code_sandbox/framework/Source/Operations/SaturationBlend.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 35 |
```swift
public class SphereRefraction: BasicOperation {
public var radius:Float = 0.25 { didSet { uniformSettings["radius"] = radius } }
public var refractiveIndex:Float = 0.71 { didSet { uniformSettings["refractiveIndex"] = refractiveIndex } }
public var center:Position = Position.center { didSet { unifor... | /content/code_sandbox/framework/Source/Operations/SphereRefraction.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 172 |
```swift
public class Laplacian: TextureSamplingOperation {
public init() {
super.init(fragmentShader:LaplacianFragmentShader)
}
}
``` | /content/code_sandbox/framework/Source/Operations/Laplacian.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 31 |
```swift
public class ChromaKeyBlend: BasicOperation {
public var thresholdSensitivity:Float = 0.4 { didSet { uniformSettings["thresholdSensitivity"] = thresholdSensitivity } }
public var smoothing:Float = 0.1 { didSet { uniformSettings["smoothing"] = smoothing } }
public var colorToReplace:Color = Color.gr... | /content/code_sandbox/framework/Source/Operations/ChromaKeyBlend.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 152 |
```swift
public class ContrastAdjustment: BasicOperation {
public var contrast:Float = 1.0 { didSet { uniformSettings["contrast"] = contrast } }
public init() {
super.init(fragmentShader:ContrastFragmentShader, numberOfInputs:1)
({contrast = 1.0})()
}
}
``` | /content/code_sandbox/framework/Source/Operations/ContrastAdjustment.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 69 |
```swift
public class EmbossFilter : Convolution3x3 {
public var intensity:Float = 1.0 {
didSet {
self.convolutionKernel = Matrix3x3(rowMajorValues:[
intensity * (-2.0), -intensity, 0.0,
-intensity, 1.0, intensity,
0.0, intensity, intensity * 2.0])... | /content/code_sandbox/framework/Source/Operations/EmbossFilter.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 116 |
```swift
public class StretchDistortion: BasicOperation {
public var center:Position = Position.center { didSet { uniformSettings["center"] = center } }
public init() {
super.init(fragmentShader:StretchDistortionFragmentShader, numberOfInputs:1)
({center = Position.center})()
}... | /content/code_sandbox/framework/Source/Operations/StretchDistortion.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 66 |
```swift
public class iOSBlur: OperationGroup {
public var blurRadiusInPixels:Float = 48.0 { didSet { gaussianBlur.blurRadiusInPixels = blurRadiusInPixels } }
public var saturation:Float = 0.8 { didSet { saturationFilter.saturation = saturation } }
public var rangeReductionFactor:Float = 0.6 { didSet { lumi... | /content/code_sandbox/framework/Source/Operations/iOSBlur.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 210 |
```swift
// PictureInput isn't defined yet on Linux, so this operation is inoperable there
#if !os(Linux)
public class LookupFilter: BasicOperation {
public var intensity:Float = 1.0 { didSet { uniformSettings["intensity"] = intensity } }
public var lookupImage:PictureInput? { // TODO: Check for retain cycles ... | /content/code_sandbox/framework/Source/Operations/LookupFilter.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 147 |
```swift
public class LanczosResampling: BasicOperation {
public init() {
super.init(vertexShader:LanczosResamplingVertexShader, fragmentShader:LanczosResamplingFragmentShader)
}
override func internalRenderFunction(_ inputFramebuffer:Framebuffer, textureProperties:[InputTextureProperties]) {
... | /content/code_sandbox/framework/Source/Operations/LanczosResampling.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 375 |
```swift
public class SoftLightBlend: BasicOperation {
public init() {
super.init(fragmentShader:SoftLightBlendFragmentShader, numberOfInputs:2)
}
}
``` | /content/code_sandbox/framework/Source/Operations/SoftLightBlend.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 35 |
```swift
public class LowPassFilter: OperationGroup {
public var strength: Float = 0.5 { didSet { dissolveBlend.mix = strength } }
let dissolveBlend = DissolveBlend()
let buffer = ImageBuffer()
public override init() {
super.init()
buffer.bufferSize = 1
({stren... | /content/code_sandbox/framework/Source/Operations/LowPassFilter.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 159 |
```swift
public class UnsharpMask: OperationGroup {
public var blurRadiusInPixels: Float { didSet { gaussianBlur.blurRadiusInPixels = blurRadiusInPixels } }
public var intensity: Float = 1.0 { didSet { unsharpMask.uniformSettings["intensity"] = intensity } }
let gaussianBlur = GaussianBlur()
let un... | /content/code_sandbox/framework/Source/Operations/UnsharpMask.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 163 |
```swift
public class LightenBlend: BasicOperation {
public init() {
super.init(fragmentShader:LightenBlendFragmentShader, numberOfInputs:2)
}
}
``` | /content/code_sandbox/framework/Source/Operations/LightenBlend.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 35 |
```swift
public class DarkenBlend: BasicOperation {
public init() {
super.init(fragmentShader:DarkenBlendFragmentShader, numberOfInputs:2)
}
}
``` | /content/code_sandbox/framework/Source/Operations/DarkenBlend.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 35 |
```swift
/** A photo filter based on Photoshop action by Miss Etikate:
path_to_url
*/
// Note: If you want to use this effect you have to add lookup_miss_etikate.png
// from Resources folder to your application bundle.
#if !os(Linux)
public class MissEtikateFilter: LookupFilter {
public override init() {
... | /content/code_sandbox/framework/Source/Operations/MissEtikateFilter.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 103 |
```swift
public class DivideBlend: BasicOperation {
public init() {
super.init(fragmentShader:DivideBlendFragmentShader, numberOfInputs:2)
}
}
``` | /content/code_sandbox/framework/Source/Operations/DivideBlend.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 34 |
```swift
public class GammaAdjustment: BasicOperation {
public var gamma:Float = 1.0 { didSet { uniformSettings["gamma"] = gamma } }
public init() {
super.init(fragmentShader:GammaFragmentShader, numberOfInputs:1)
({gamma = 1.0})()
}
}
``` | /content/code_sandbox/framework/Source/Operations/GammaAdjustment.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 68 |
```swift
public class OverlayBlend: BasicOperation {
public init() {
super.init(fragmentShader:OverlayBlendFragmentShader, numberOfInputs:2)
}
}
``` | /content/code_sandbox/framework/Source/Operations/OverlayBlend.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 33 |
```swift
public class HighPassFilter: OperationGroup {
public var strength: Float = 0.5 { didSet { lowPass.strength = strength } }
let lowPass = LowPassFilter()
let differenceBlend = DifferenceBlend()
public override init() {
super.init()
({strength = 0.5})()
... | /content/code_sandbox/framework/Source/Operations/HighPassFilter.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 110 |
```swift
public class Luminance: BasicOperation {
public init() {
super.init(fragmentShader:LuminanceFragmentShader, numberOfInputs:1)
}
}
``` | /content/code_sandbox/framework/Source/Operations/Luminance.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 34 |
```swift
/** This is based on "Accelerating image recognition on mobile devices using GPGPU" by Miguel Bordallo Lopez, Henri Nykanen, Jari Hannuksela, Olli Silven and Markku Vehvilainen
path_to_url~jhannuks/publications/SPIE2011a.pdf
Right pixel is the most significant bit, traveling clockwise to get to the upper r... | /content/code_sandbox/framework/Source/Operations/ColorLocalBinaryPattern.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 175 |
```swift
public class OpeningFilter: OperationGroup {
public var radius:UInt {
didSet {
erosion.radius = radius
dilation.radius = radius
}
}
let erosion = Erosion()
let dilation = Dilation()
public override init() {
radius = 1
super.init()... | /content/code_sandbox/framework/Source/Operations/OpeningFilter.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 97 |
```swift
public class ThresholdSketchFilter: TextureSamplingOperation {
public var edgeStrength:Float = 1.0 { didSet { uniformSettings["edgeStrength"] = edgeStrength } }
public var threshold:Float = 0.25 { didSet { uniformSettings["threshold"] = threshold } }
public init() {
super.init(fragment... | /content/code_sandbox/framework/Source/Operations/ThresholdSketch.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 102 |
```swift
public class SolidColorGenerator: ImageGenerator {
public func renderColor(_ color:Color) {
imageFramebuffer.activateFramebufferForRendering()
clearFramebufferWithColor(color)
notifyTargets()
}
}
``` | /content/code_sandbox/framework/Source/Operations/SolidColorGenerator.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 45 |
```swift
#if canImport(OpenGL) || canImport(COpenGL)
public let AdaptiveThresholdFragmentShader = "varying vec2 textureCoordinate;\n varying vec2 textureCoordinate2;\n \n uniform sampler2D inputImageTexture;\n uniform sampler2D inputImageTexture2;\n \n void main()\n {\n float blurredInput = texture2D(inputImageTe... | /content/code_sandbox/framework/Source/Operations/ConvertedShaders_GL.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 42,201 |
```swift
public class PinchDistortion: BasicOperation {
public var radius:Float = 1.0 { didSet { uniformSettings["radius"] = radius } }
public var scale:Float = 0.5 { didSet { uniformSettings["scale"] = scale } }
public var center:Position = Position.center { didSet { uniformSettings["center"] = center } }
... | /content/code_sandbox/framework/Source/Operations/PinchDistortion.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 134 |
```swift
public class AverageLuminanceThreshold: OperationGroup {
public var thresholdMultiplier:Float = 1.0
let averageLuminance = AverageLuminanceExtractor()
let luminanceThreshold = LuminanceThreshold()
public override init() {
super.init()
averageLuminance.extracte... | /content/code_sandbox/framework/Source/Operations/AverageLuminanceThreshold.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 143 |
```swift
#if !os(Linux)
public class SoftElegance: OperationGroup {
let lookup1 = LookupFilter()
let lookup2 = LookupFilter()
let gaussianBlur = GaussianBlur()
let alphaBlend = AlphaBlend()
public override init() {
super.init()
self.configureGroup{input, output in
... | /content/code_sandbox/framework/Source/Operations/SoftElegance.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 177 |
```swift
public class ColorMatrixFilter: BasicOperation {
public var intensity:Float = 1.0 { didSet { uniformSettings["intensity"] = intensity } }
public var colorMatrix:Matrix4x4 = Matrix4x4.identity { didSet { uniformSettings["colorMatrix"] = colorMatrix } }
public init() {
super.ini... | /content/code_sandbox/framework/Source/Operations/ColorMatrixFilter.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 114 |
```swift
public class AdaptiveThreshold: OperationGroup {
public var blurRadiusInPixels: Float { didSet { boxBlur.blurRadiusInPixels = blurRadiusInPixels } }
let luminance = Luminance()
let boxBlur = BoxBlur()
let adaptiveThreshold = BasicOperation(fragmentShader:AdaptiveThresholdFragmentShader, nu... | /content/code_sandbox/framework/Source/Operations/AdaptiveThreshold.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 141 |
```swift
public class SaturationAdjustment: BasicOperation {
public var saturation:Float = 1.0 { didSet { uniformSettings["saturation"] = saturation } }
public init() {
super.init(fragmentShader:SaturationFragmentShader, numberOfInputs:1)
({saturation = 1.0})()
}
}
``` | /content/code_sandbox/framework/Source/Operations/SaturationAdjustment.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 71 |
```swift
public class Halftone: BasicOperation {
public var fractionalWidthOfAPixel:Float = 0.01 {
didSet {
sharedImageProcessingContext.runOperationAsynchronously{
let imageWidth = 1.0 / Float(self.renderFramebuffer?.size.width ?? 2048)
self.uniformSettings["frac... | /content/code_sandbox/framework/Source/Operations/Halftone.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 134 |
```swift
// TODO: auto-generate shaders for this, per the Gaussian blur method
public class BilateralBlur: TwoStageOperation {
public var distanceNormalizationFactor:Float = 8.0 { didSet { uniformSettings["distanceNormalizationFactor"] = distanceNormalizationFactor } }
public init() {
super.init(v... | /content/code_sandbox/framework/Source/Operations/BilateralBlur.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 97 |
```swift
public class MonochromeFilter: BasicOperation {
public var intensity:Float = 1.0 { didSet { uniformSettings["intensity"] = intensity } }
public var color:Color = Color(red:0.6, green:0.45, blue:0.3, alpha:1.0) { didSet { uniformSettings["filterColor"] = color } }
public init() {
super.... | /content/code_sandbox/framework/Source/Operations/MonochromeFilter.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 146 |
```swift
/** This generates image-wide feature descriptors using the ColourFAST process, as developed and described in
A. Ensor and S. Hall. ColourFAST: GPU-based feature point detection and tracking on mobile devices. 28th International Conference of Image and Vision Computing, New Zealand, 2013, p. 124-129.
Seth ... | /content/code_sandbox/framework/Source/Operations/ColourFASTFeatureDetection.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 262 |
```swift
public class HueAdjustment: BasicOperation {
public var hue:Float = 90.0 { didSet { uniformSettings["hueAdjust"] = hue } }
public init() {
super.init(fragmentShader:HueFragmentShader, numberOfInputs:1)
({hue = 90.0})()
}
}
``` | /content/code_sandbox/framework/Source/Operations/HueAdjustment.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 69 |
```swift
public class ZoomBlur: BasicOperation {
public var blurSize:Float = 1.0 { didSet { uniformSettings["blurSize"] = blurSize } }
public var blurCenter:Position = Position.center { didSet { uniformSettings["blurCenter"] = blurCenter } }
public init() {
super.init(fragmentShader:ZoomBlurFra... | /content/code_sandbox/framework/Source/Operations/ZoomBlur.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 105 |
```swift
public class ClosingFilter: OperationGroup {
public var radius:UInt {
didSet {
erosion.radius = radius
dilation.radius = radius
}
}
let erosion = Erosion()
let dilation = Dilation()
public override init() {
radius = 1
super.init()... | /content/code_sandbox/framework/Source/Operations/ClosingFilter.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 97 |
```swift
#if canImport(OpenGL)
import OpenGL.GL3
#endif
#if canImport(OpenGLES)
import OpenGLES
#endif
#if canImport(COpenGLES)
import COpenGLES.gles2
#endif
#if canImport(COpenGL)
import COpenGL
#endif
/* Unlike other filters, this one uses a grid of GL_POINTs to sample the incoming image in a grid. A custom vert... | /content/code_sandbox/framework/Source/Operations/Histogram.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 1,033 |
```swift
public class LevelsAdjustment: BasicOperation {
public var minimum:Color = Color(red:0.0, green:0.0, blue:0.0) { didSet { uniformSettings["levelMinimum"] = minimum } }
public var middle:Color = Color(red:1.0, green:1.0, blue:1.0) { didSet { uniformSettings["levelMiddle"] = middle } }
public var max... | /content/code_sandbox/framework/Source/Operations/LevelsAdjustment.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 379 |
```swift
public class Solarize: BasicOperation {
public var threshold:Float = 0.5 { didSet { uniformSettings["threshold"] = threshold } }
public init() {
super.init(fragmentShader:SolarizeFragmentShader, numberOfInputs:1)
({threshold = 0.5})()
}
}
``` | /content/code_sandbox/framework/Source/Operations/Solarize.swift | swift | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 68 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float greenCurveValue = texture2D(inputImageTexture2, vec2(textureColor.g, 0.0)).g;
gl_FragColor = vec4(... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationGreen_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 98 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
attribute vec4 inputTextureCoordinate2;
uniform float texelWidth;
uniform float texelHeight;
varying vec2 textureCoordinate;
varying vec2 pointATextureCoordinate;
varying vec2 pointBTextureCoordinate;
varying vec2 pointCTextureCoordinate;
varying... | /content/code_sandbox/framework/Source/Operations/Shaders/ColourFASTDecriptor.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 387 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float saturation;
// Values from "Graphics Shaders: Theory and Practice" by Bailey and Cunningham
const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textu... | /content/code_sandbox/framework/Source/Operations/Shaders/Saturation_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 141 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
varying highp vec2 textureCoordinate3;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform sampler2D inputImageTexture3;
uniform mediump mat3 colorConversionMatrix;
void main()
{
mediump vec3 yuv;
... | /content/code_sandbox/framework/Source/Operations/Shaders/YUVConversionFullRangeUVPlanar_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 172 |
```glsl
// Code from "Graphics Shaders: Theory and Practice" by M. Bailey and S. Cunningham
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
var... | /content/code_sandbox/framework/Source/Operations/Shaders/SobelEdgeDetection_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 373 |
```glsl
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
vec4 centerIntensity = text... | /content/code_sandbox/framework/Source/Operations/Shaders/Erosion2_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 218 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float fractionalWidthOfPixel;
uniform highp float aspectRatio;
void main()
{
highp vec2 sampleDivisor = vec2(fractionalWidthOfPixel, fractionalWidthOfPixel / aspectRatio);
highp vec2 samplePos = textureCoord... | /content/code_sandbox/framework/Source/Operations/Shaders/Pixellate_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 111 |
```glsl
precision highp float;
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
// Values from "Graphics Shaders: Theory and Practice" by Bailey and Cunningham
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordi... | /content/code_sandbox/framework/Source/Operations/Shaders/Luminance_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 119 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
gl_FragColor = texture2D(inputImageTexture, textureCoordinate);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Passthrough_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 37 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
attribute vec4 inputTextureCoordinate2;
attribute vec4 inputTextureCoordinate3;
attribute vec4 inputTextureCoordinate4;
attribute vec4 inputTextureCoordinate5;
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
varying vec2 textureCo... | /content/code_sandbox/framework/Source/Operations/Shaders/FiveInput.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 148 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 base = texture2D(inputImageTexture, textureCoordinate);
vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
float ra;
... | /content/code_sandbox/framework/Source/Operations/Shaders/OverlayBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 435 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
attribute vec4 inputTextureCoordinate2;
attribute vec4 inputTextureCoordinate3;
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
varying vec2 textureCoordinate3;
void main()
{
gl_Position = position;
textureCoordinate = in... | /content/code_sandbox/framework/Source/Operations/Shaders/ThreeInput.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 94 |
```glsl
// I'm using the Prewitt operator to obtain the derivative, then squaring the X and Y components and placing the product of the two in Z.
// In tests, Prewitt seemed to be tied with Sobel for the best, and it's just a little cheaper to compute.
// This is primarily intended to be used with corner detection filt... | /content/code_sandbox/framework/Source/Operations/Shaders/XYDerivative_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 476 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
uniform mat4 transformMatrix;
uniform mat4 orthographicMatrix;
varying vec2 textureCoordinate;
void main()
{
gl_Position = transformMatrix * vec4(position.xyz, 1.0) * orthographicMatrix;
textureCoordinate = inputTextureCoordinate.xy;
}
`... | /content/code_sandbox/framework/Source/Operations/Shaders/Transform.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 69 |
```glsl
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextureCoordinate;
varying vec... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorLocalBinaryPattern_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 939 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
vec... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorBurnBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 105 |
```glsl
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextureCoordinate;
varying vec... | /content/code_sandbox/framework/Source/Operations/Shaders/ThresholdSketch_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 391 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float hazeDistance;
uniform float slope;
void main()
{
//todo reconsider precision modifiers
vec4 color = vec4(1.0);//todo reimplement as a parameter
float d = textureCoordinate.y * slope + hazeDistance;
vec4 c = textu... | /content/code_sandbox/framework/Source/Operations/Shaders/Haze_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 125 |
```glsl
attribute vec4 position;
varying vec3 colorFactor;
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
float luminance = dot(position.xyz, W);
colorFactor = vec3(1.0, 1.0, 1.0);
gl_Position = vec4(-1.0 + (luminance * 0.0078125), 0.0, 0.0, 1.0);
gl_PointSize = 1.0;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramLuminanceSampling.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 123 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float luminance = dot(textureColor.rgb, W);
float newLuminance ... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationLuminance_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 220 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float texelWidth;
uniform float texelHeight;
uniform float upperThreshold;
uniform float lowerThreshold;
void main()
{
vec3 currentGradientAndDirection = texture2D(inputImageTexture, textureCoordinate).rgb;
vec2 gradientDirec... | /content/code_sandbox/framework/Source/Operations/Shaders/DirectionalNonMaximumSuppression_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 233 |
```glsl
attribute vec4 position;
void main()
{
gl_Position = position;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Line.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 17 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform lowp float brightness;
void main()
{
lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Brightness_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 70 |
```glsl
attribute vec4 position;
varying vec3 colorFactor;
void main()
{
colorFactor = vec3(1.0, 0.0, 0.0);
gl_Position = vec4(-1.0 + (position.x * 0.0078125), 0.0, 0.0, 1.0);
gl_PointSize = 1.0;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramRedSampling.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 86 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp vec2 blurCenter;
uniform highp float blurSize;
void main()
{
// TODO: Do a more intelligent scaling based on resolution here
highp vec2 samplingOffset = 1.0/100.0 * (blurCenter - textureCoordinate) * blurSize;
... | /content/code_sandbox/framework/Source/Operations/Shaders/ZoomBlur_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 331 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float threshold;
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float luminance = dot(textureColor.rgb, W);
float thresholdResult = step(th... | /content/code_sandbox/framework/Source/Operations/Shaders/LuminanceThreshold_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 109 |
```glsl
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp float colorLevels;
void main()
{
highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = floor((textureColor * colorLevels) + vec4(0.5)) / colorLevels;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Posterize_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 75 |
```glsl
precision highp float;
varying vec2 textureCoordinate;
varying vec2 leftTextureCoordinate;
varying vec2 rightTextureCoordinate;
varying vec2 topTextureCoordinate;
varying vec2 topLeftTextureCoordinate;
varying vec2 topRightTextureCoordinate;
varying vec2 bottomTextureCoordinate;
varying vec2 bottomLeftTextur... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorLocalBinaryPattern_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 964 |
```glsl
// Sourced from Kyprianidis, J. E., Kang, H., and Doellner, J. "Anisotropic Kuwahara Filtering on the GPU," GPU Pro p.247 (2010).
//
// Original header:
//
// Anisotropic Kuwahara Filtering on the GPU
// by Jan Eric Kyprianidis <www.kyprianidis.com>
varying highp vec2 textureCoordinate;
uniform sampler2D inp... | /content/code_sandbox/framework/Source/Operations/Shaders/KuwaharaRadius3_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 2,786 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 base = texture2D(inputImageTexture, textureCoordinate);
vec4 overlayer = texture2D(inputImageTexture2, textureCoordinate2);
gl_FragCol... | /content/code_sandbox/framework/Source/Operations/Shaders/DarkenBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 127 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2; // lookup texture
uniform lowp float intensity;
void main()
{
highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
highp f... | /content/code_sandbox/framework/Source/Operations/Shaders/Lookup_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 470 |
```glsl
uniform sampler2D inputImageTexture;
varying vec2 textureCoordinate;
uniform float shadows;
uniform float highlights;
const vec3 luminanceWeighting = vec3(0.3, 0.3, 0.3);
void main()
{
vec4 source = texture2D(inputImageTexture, textureCoordinate);
float luminance = dot(source.rgb, luminanceWeighting)... | /content/code_sandbox/framework/Source/Operations/Shaders/HighlightShadow_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 298 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform float topFocusLevel;
uniform float bottomFocusLevel;
uniform float focusFallOffRate;
void main()
{
vec4 sharpImageColor = texture2D(inputImageTexture, textur... | /content/code_sandbox/framework/Source/Operations/Shaders/TiltShift_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 168 |
```glsl
attribute vec4 position;
varying vec2 currentPosition;
uniform float aspectRatio;
void main()
{
currentPosition = vec2(position.x, position.y * aspectRatio);
gl_Position = position;
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Circle.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 42 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform mat3 colorConversionMatrix;
void main()
{
vec3 yuv;
yuv.x = texture2D(inputImageTexture, textureCoordinate).r - (16.0/255.0);
yuv.yz = texture2D... | /content/code_sandbox/framework/Source/Operations/Shaders/YUVConversionVideoRange_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 137 |
```glsl
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
attribute vec4 inputTextureCoordinate2;
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
textureCoordinate2 = inputTextureCoordinate2... | /content/code_sandbox/framework/Source/Operations/Shaders/TwoInput.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 67 |
```glsl
uniform sampler2D inputImageTexture;
varying highp vec2 textureCoordinate;
varying highp vec2 leftTextureCoordinate;
varying highp vec2 rightTextureCoordinate;
varying highp vec2 topTextureCoordinate;
varying highp vec2 topLeftTextureCoordinate;
varying highp vec2 topRightTextureCoordinate;
varyin... | /content/code_sandbox/framework/Source/Operations/Shaders/ThresholdedNonMaximumSuppression_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 523 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform float mixturePercent;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 textureColor2 = texture2D(inputImageTexture2, tex... | /content/code_sandbox/framework/Source/Operations/Shaders/AlphaBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 107 |
```glsl
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 on... | /content/code_sandbox/framework/Source/Operations/Shaders/Dilation1_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 145 |
```glsl
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
const highp vec3 W = vec3(0.2125, 0.7154, 0.0721);
void main()
{
mediump vec4 base = texture2D(inputImageTexture, textureCoordinate);
mediump vec4 ov... | /content/code_sandbox/framework/Source/Operations/Shaders/HardLightBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 475 |
```glsl
/*
** Gamma correction
** Details: path_to_url
*/
#define GammaCorrection(color, gamma) pow(color, 1.0 / gamma)
/*
** Levels control (input (+gamma), output)
** Details: path_to_url
*/
#define LevelsControlInputRange(color, minInput, maxInput) min(max(color - minInput, vec3(0.0)) / (maxInput - ... | /content/code_sandbox/framework/Source/Operations/Shaders/Levels_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 308 |
```glsl
attribute vec4 position;
attribute vec2 inputTextureCoordinate;
uniform float texelWidth;
uniform float texelHeight;
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 ... | /content/code_sandbox/framework/Source/Operations/Shaders/ErosionDilation2.vsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 174 |
```glsl
uniform vec4 circleColor;
uniform vec4 backgroundColor;
uniform vec2 center;
uniform float radius;
varying vec2 currentPosition;
void main()
{
float distanceFromCenter = distance(center, currentPosition);
float checkForPresenceWithinCircle = step(distanceFromCenter, radius);
gl_FragColor = mix(ba... | /content/code_sandbox/framework/Source/Operations/Shaders/Circle_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 77 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 base = texture2D(inputImageTexture, textureCoordinate);
vec4 overlayer = texture2D(inputImageTexture2, textureCoordinate2);
gl_FragCol... | /content/code_sandbox/framework/Source/Operations/Shaders/MultiplyBlend_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 106 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float intensity;
uniform vec3 firstColor;
uniform vec3 secondColor;
const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float lumin... | /content/code_sandbox/framework/Source/Operations/Shaders/FalseColor_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 122 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
float redCurveValue = texture2D(inputImageTexture2, vec2(textureColor.r, 0.0)).r;
gl_FragColor = vec4(re... | /content/code_sandbox/framework/Source/Operations/Shaders/HistogramEqualizationRed_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 98 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float exposure;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
gl_FragColor = vec4(textureColor.rgb * pow(2.0, exposure), textureColor.w);
}
``` | /content/code_sandbox/framework/Source/Operations/Shaders/Exposure_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 66 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float rangeReduction;
// Values from "Graphics Shaders: Theory and Practice" by Bailey and Cunningham
const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
void main()
{
vec4 textureColor = texture2D(inputImageTexture, t... | /content/code_sandbox/framework/Source/Operations/Shaders/LuminanceRange_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 147 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform float aspectRatio;
uniform vec2 center;
uniform float radius;
uniform float scale;
void main()
{
vec2 textureCoordinateToUse = vec2(textureCoordinate.x, ((textureCoordinate.y - center.y) * aspectRatio) + center.y);
float dist ... | /content/code_sandbox/framework/Source/Operations/Shaders/BulgeDistortion_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 178 |
```glsl
// Sourced from Kyprianidis, J. E., Kang, H., and Doellner, J. "Anisotropic Kuwahara Filtering on the GPU," GPU Pro p.247 (2010).
//
// Original header:
//
// Anisotropic Kuwahara Filtering on the GPU
// by Jan Eric Kyprianidis <www.kyprianidis.com>
varying vec2 textureCoordinate;
uniform sampler2D inputImag... | /content/code_sandbox/framework/Source/Operations/Shaders/Kuwahara_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 904 |
```glsl
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform mat3 colorConversionMatrix;
void main()
{
vec3 yuv;
yuv.x = texture2D(inputImageTexture, textureCoordinate).r;
yuv.yz = texture2D(inputImageText... | /content/code_sandbox/framework/Source/Operations/Shaders/YUVConversionFullRange_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 128 |
```glsl
varying vec2 centerTextureCoordinate;
varying vec2 oneStepPositiveTextureCoordinate;
varying vec2 oneStepNegativeTextureCoordinate;
varying vec2 twoStepsPositiveTextureCoordinate;
varying vec2 twoStepsNegativeTextureCoordinate;
varying vec2 threeStepsPositiveTextureCoordinate;
varying vec2 threeStepsNegativeTex... | /content/code_sandbox/framework/Source/Operations/Shaders/Erosion3_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 304 |
```glsl
// Color blend mode based upon pseudo code from the PDF specification.
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
highp float lum(lowp vec3 c) {
return dot(c, vec3(0.3, 0.59, 0.11));
}
lowp vec3 ... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorBlend_GLES.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 443 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform mat4 colorMatrix;
uniform float intensity;
void main()
{
vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
vec4 outputColor = textureColor * colorMatrix;
gl_FragColor = (intensity * outputColor) +... | /content/code_sandbox/framework/Source/Operations/Shaders/ColorMatrix_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 85 |
```glsl
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform vec2 blurCenter;
uniform float blurSize;
void main()
{
// TODO: Do a more intelligent scaling based on resolution here
vec2 samplingOffset = 1.0/100.0 * (blurCenter - textureCoordinate) * blurSize;
vec4 fragmentColo... | /content/code_sandbox/framework/Source/Operations/Shaders/ZoomBlur_GL.fsh | glsl | 2016-04-16T17:16:16 | 2024-08-09T08:27:34 | GPUImage2 | BradLarson/GPUImage2 | 4,858 | 321 |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.