将 ShaderToy Chromakey 示例移植到 P5.js
Porting ShaderToy Chromakey example to P5.js
我正在尝试将 shadertoy chromakey 示例移植到 p5,并将网络摄像头作为视频源。多次阅读着色器文档后,我的代码似乎无法正常工作。我需要一些帮助。
I followed this guide to port the code for the p5
片段着色器代码:
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex0;
uniform sampler2D tex1;
mat4 RGBtoYUV = mat4(0.257, 0.439, -0.148, 0.0,
0.504, -0.368, -0.291, 0.0,
0.098, -0.071, 0.439, 0.0,
0.0625, 0.500, 0.500, 1.0 );
vec4 chromaKey = vec4(0.05, 0.63, 0.14, 1);
vec2 maskRange = vec2(0.005, 0.26);
float colorclose(vec3 yuv, vec3 keyYuv, vec2 tol)
{
float tmp = sqrt(pow(keyYuv.g - yuv.g, 2.0) + pow(keyYuv.b - yuv.b, 2.0));
if (tmp < tol.x)
return 0.0;
else if (tmp < tol.y)
return (tmp - tol.x)/(tol.y - tol.x);
else
return 1.0;
}
void main()
{
vec2 fragPos = gl_FragCoord.xy / iResolution.xy;
vec4 texColor0 = texture(text0, fragPos);
vec4 texColor1 = texture(text1, fragPos);
vec4 keyYUV = RGBtoYUV * chromaKey;
vec4 yuv = RGBtoYUV * texColor0;
float mask = 1.0 - colorclose(yuv.rgb, keyYUV.rgb, maskRange);
gl_FragColor = max(texColor0 - mask * chromaKey, 0.0) + texColor1 * mask;
}
P5草图代码:
let theShader;
let cam;
let img;
function preload(){
theShader = loadShader('webcam.vert', 'webcam.frag');
img = loadImage('http://www.quadrochave.com/wp-content/uploads/elementor/thumbs/nodulo_bannersite_ptodu%C3%A7%C3%A3o2-mpe2nvmu8s8o2uqcd7b2oh3mnuv9up05ubby33shz4.png');
}
function setup() {
pixelDensity(1);
createCanvas(windowWidth, windowHeight, WEBGL);
noStroke();
cam = createCapture(VIDEO);
cam.size(windowWidth, windowHeight);
cam.hide();
}
function draw() {
// shader() sets the active shader with our shader
shader(theShader);
// passing cam as a texture
theShader.setUniform('tex0', cam);
theShader.setUniform('tex1', img);
// rect gives us some geometry on the screen
theShader.rect(0,0,width,height);
}
主要问题是,您没有指定和设置统一变量iResolution
。但是着色器代码中还有一些问题(tex0
和 tex1
而不是 text0
和 text1
)。
片段着色器:
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 iResolution;
mat4 RGBtoYUV = mat4(0.257, 0.439, -0.148, 0.0,
0.504, -0.368, -0.291, 0.0,
0.098, -0.071, 0.439, 0.0,
0.0625, 0.500, 0.500, 1.0 );
vec4 chromaKey = vec4(0.05, 0.63, 0.14, 1);
vec2 maskRange = vec2(0.005, 0.26);
float colorclose(vec3 yuv, vec3 keyYuv, vec2 tol)
{
float tmp = sqrt(pow(keyYuv.g - yuv.g, 2.0) + pow(keyYuv.b - yuv.b, 2.0));
if (tmp < tol.x)
return 0.0;
else if (tmp < tol.y)
return (tmp - tol.x)/(tol.y - tol.x);
else
return 1.0;
}
void main()
{
vec2 fragPos = gl_FragCoord.xy / iResolution.xy;
vec4 texColor0 = texture2D(tex0, fragPos);
vec4 texColor1 = texture2D(tex1, fragPos);
vec4 keyYUV = RGBtoYUV * chromaKey;
vec4 yuv = RGBtoYUV * texColor0;
float mask = 1.0 - colorclose(yuv.rgb, keyYUV.rgb, maskRange);
gl_FragColor = max(texColor0 - mask * chromaKey, 0.0) + texColor1 * mask;
}
脚本:
let theShader;
let cam;
let img;
function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
theShader = loadShader('webcam.vert', 'webcam.frag');
img = loadImage('http://www.quadrochave.com/wp-content/uploads/elementor/thumbs/nodulo_bannersite_ptodu%C3%A7%C3%A3o2-mpe2nvmu8s8o2uqcd7b2oh3mnuv9up05ubby33shz4.png');
pixelDensity(1);
noStroke();
cam = createCapture(VIDEO);
cam.size(windowWidth, windowHeight);
cam.hide();
}
function draw() {
// shader() sets the active shader with our shader
shader(theShader);
// passing cam as a texture
theShader.setUniform('tex0', cam);
theShader.setUniform('tex1', img);
theShader.setUniform('iResolution', [width, height]);
// rect gives us some geometry on the screen
rect(0,0,width,height);
}
如果顶点着色器提供纹理坐标:
// our vertex data
attribute vec3 aPosition;
attribute vec2 aTexCoord;
// lets get texcoords just for fun!
varying vec2 vTexCoord;
void main() {
// copy the texcoords
vTexCoord = aTexCoord;
// copy the position data into a vec4, using 1.0 as the w component
vec4 positionVec4 = vec4(aPosition, 1.0);
positionVec4.xy = positionVec4.xy * 2.0 - 1.0;
// send the vertex information on to the fragment shader
gl_Position = positionVec4;
}
那么你可以用这个坐标代替gl_FragCoord.xy / iResolution.xy
:
varying vec2 vTexCoord;
// [...]
void main() {
vec2 fragPos = vTexCoord.xy;
// [...]
}
我正在尝试将 shadertoy chromakey 示例移植到 p5,并将网络摄像头作为视频源。多次阅读着色器文档后,我的代码似乎无法正常工作。我需要一些帮助。
I followed this guide to port the code for the p5
片段着色器代码:
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex0;
uniform sampler2D tex1;
mat4 RGBtoYUV = mat4(0.257, 0.439, -0.148, 0.0,
0.504, -0.368, -0.291, 0.0,
0.098, -0.071, 0.439, 0.0,
0.0625, 0.500, 0.500, 1.0 );
vec4 chromaKey = vec4(0.05, 0.63, 0.14, 1);
vec2 maskRange = vec2(0.005, 0.26);
float colorclose(vec3 yuv, vec3 keyYuv, vec2 tol)
{
float tmp = sqrt(pow(keyYuv.g - yuv.g, 2.0) + pow(keyYuv.b - yuv.b, 2.0));
if (tmp < tol.x)
return 0.0;
else if (tmp < tol.y)
return (tmp - tol.x)/(tol.y - tol.x);
else
return 1.0;
}
void main()
{
vec2 fragPos = gl_FragCoord.xy / iResolution.xy;
vec4 texColor0 = texture(text0, fragPos);
vec4 texColor1 = texture(text1, fragPos);
vec4 keyYUV = RGBtoYUV * chromaKey;
vec4 yuv = RGBtoYUV * texColor0;
float mask = 1.0 - colorclose(yuv.rgb, keyYUV.rgb, maskRange);
gl_FragColor = max(texColor0 - mask * chromaKey, 0.0) + texColor1 * mask;
}
P5草图代码:
let theShader;
let cam;
let img;
function preload(){
theShader = loadShader('webcam.vert', 'webcam.frag');
img = loadImage('http://www.quadrochave.com/wp-content/uploads/elementor/thumbs/nodulo_bannersite_ptodu%C3%A7%C3%A3o2-mpe2nvmu8s8o2uqcd7b2oh3mnuv9up05ubby33shz4.png');
}
function setup() {
pixelDensity(1);
createCanvas(windowWidth, windowHeight, WEBGL);
noStroke();
cam = createCapture(VIDEO);
cam.size(windowWidth, windowHeight);
cam.hide();
}
function draw() {
// shader() sets the active shader with our shader
shader(theShader);
// passing cam as a texture
theShader.setUniform('tex0', cam);
theShader.setUniform('tex1', img);
// rect gives us some geometry on the screen
theShader.rect(0,0,width,height);
}
主要问题是,您没有指定和设置统一变量iResolution
。但是着色器代码中还有一些问题(tex0
和 tex1
而不是 text0
和 text1
)。
片段着色器:
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 iResolution;
mat4 RGBtoYUV = mat4(0.257, 0.439, -0.148, 0.0,
0.504, -0.368, -0.291, 0.0,
0.098, -0.071, 0.439, 0.0,
0.0625, 0.500, 0.500, 1.0 );
vec4 chromaKey = vec4(0.05, 0.63, 0.14, 1);
vec2 maskRange = vec2(0.005, 0.26);
float colorclose(vec3 yuv, vec3 keyYuv, vec2 tol)
{
float tmp = sqrt(pow(keyYuv.g - yuv.g, 2.0) + pow(keyYuv.b - yuv.b, 2.0));
if (tmp < tol.x)
return 0.0;
else if (tmp < tol.y)
return (tmp - tol.x)/(tol.y - tol.x);
else
return 1.0;
}
void main()
{
vec2 fragPos = gl_FragCoord.xy / iResolution.xy;
vec4 texColor0 = texture2D(tex0, fragPos);
vec4 texColor1 = texture2D(tex1, fragPos);
vec4 keyYUV = RGBtoYUV * chromaKey;
vec4 yuv = RGBtoYUV * texColor0;
float mask = 1.0 - colorclose(yuv.rgb, keyYUV.rgb, maskRange);
gl_FragColor = max(texColor0 - mask * chromaKey, 0.0) + texColor1 * mask;
}
脚本:
let theShader;
let cam;
let img;
function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
theShader = loadShader('webcam.vert', 'webcam.frag');
img = loadImage('http://www.quadrochave.com/wp-content/uploads/elementor/thumbs/nodulo_bannersite_ptodu%C3%A7%C3%A3o2-mpe2nvmu8s8o2uqcd7b2oh3mnuv9up05ubby33shz4.png');
pixelDensity(1);
noStroke();
cam = createCapture(VIDEO);
cam.size(windowWidth, windowHeight);
cam.hide();
}
function draw() {
// shader() sets the active shader with our shader
shader(theShader);
// passing cam as a texture
theShader.setUniform('tex0', cam);
theShader.setUniform('tex1', img);
theShader.setUniform('iResolution', [width, height]);
// rect gives us some geometry on the screen
rect(0,0,width,height);
}
如果顶点着色器提供纹理坐标:
// our vertex data
attribute vec3 aPosition;
attribute vec2 aTexCoord;
// lets get texcoords just for fun!
varying vec2 vTexCoord;
void main() {
// copy the texcoords
vTexCoord = aTexCoord;
// copy the position data into a vec4, using 1.0 as the w component
vec4 positionVec4 = vec4(aPosition, 1.0);
positionVec4.xy = positionVec4.xy * 2.0 - 1.0;
// send the vertex information on to the fragment shader
gl_Position = positionVec4;
}
那么你可以用这个坐标代替gl_FragCoord.xy / iResolution.xy
:
varying vec2 vTexCoord;
// [...]
void main() {
vec2 fragPos = vTexCoord.xy;
// [...]
}