javascript – 如何改进这个WebGL / GLSL图像下采样着色器

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我正在使用WebGL在我正在开发的应用程序中快速调整客户端图像的大小.我写了一个GLSL着色器,对我正在缩编的图像执行简单的双线性过滤.

它大部分工作正常,但有很多场合,调整大小是巨大的.从2048×2048图像下降到110×110,以生成缩略图.在这些情况下,质量差,太模糊.

我目前的GLSL着色器如下:

uniform float textureSizeWidth;\
uniform float textureSizeHeight;\
uniform float texelSizeX;\
uniform float texelSizeY;\
varying mediump vec2 texCoord;\
uniform sampler2D texture;\
\
vec4 tex2DBiLinear( sampler2D textureSampler_i,vec2 texCoord_i )\
{\
    vec4 p0q0 = texture2D(textureSampler_i,texCoord_i);\
    vec4 p1q0 = texture2D(textureSampler_i,texCoord_i + vec2(texelSizeX,0));\
\
    vec4 p0q1 = texture2D(textureSampler_i,texCoord_i + vec2(0,texelSizeY));\
    vec4 p1q1 = texture2D(textureSampler_i,texelSizeY));\
\
    float a = fract( texCoord_i.x * textureSizeWidth );\
\
    vec4 pInterp_q0 = mix( p0q0,p1q0,a );\
    vec4 pInterp_q1 = mix( p0q1,p1q1,a );\
\
    float b = fract( texCoord_i.y * textureSizeHeight );\
    return mix( pInterp_q0,pInterp_q1,b );\
}\
void main() { \
\
    gl_FragColor = tex2DBiLinear(texture,texCoord);\
}');

TexelsizeX和TexelsizeY简单地(1.0 /纹理宽度)和高度分别…

我想实施一个更高质量的过滤技术,理想的是一个[Lancosz] [1]过滤器,它应该产生更好的结果,但是我似乎不知道如何使用GLSL来实现算法,因为我对WebGL非常新,一般GLSL.

有人可以指出我正确的方向吗?

提前致谢.

解决方法

如果您正在寻找Lanczos重采样,以下是我在开源GPUImage库中使用的着色器程序:

顶点着色器:

attribute vec4 position;
 attribute vec2 inputTextureCoordinate;

 uniform float texelWidthOffset;
 uniform float texelHeightOffset;

 varying vec2 centerTextureCoordinate;
 varying vec2 oneStepLeftTextureCoordinate;
 varying vec2 twoStepsLeftTextureCoordinate;
 varying vec2 threeStepsLeftTextureCoordinate;
 varying vec2 fourStepsLeftTextureCoordinate;
 varying vec2 oneStepRightTextureCoordinate;
 varying vec2 twoStepsRightTextureCoordinate;
 varying vec2 threeStepsRightTextureCoordinate;
 varying vec2 fourStepsRightTextureCoordinate;

 void main()
 {
     gl_Position = position;

     vec2 firstOffset = vec2(texelWidthOffset,texelHeightOffset);
     vec2 secondOffset = vec2(2.0 * texelWidthOffset,2.0 * texelHeightOffset);
     vec2 thirdOffset = vec2(3.0 * texelWidthOffset,3.0 * texelHeightOffset);
     vec2 fourthOffset = vec2(4.0 * texelWidthOffset,4.0 * texelHeightOffset);

     centerTextureCoordinate = inputTextureCoordinate;
     oneStepLeftTextureCoordinate = inputTextureCoordinate - firstOffset;
     twoStepsLeftTextureCoordinate = inputTextureCoordinate - secondOffset;
     threeStepsLeftTextureCoordinate = inputTextureCoordinate - thirdOffset;
     fourStepsLeftTextureCoordinate = inputTextureCoordinate - fourthOffset;
     oneStepRightTextureCoordinate = inputTextureCoordinate + firstOffset;
     twoStepsRightTextureCoordinate = inputTextureCoordinate + secondOffset;
     threeStepsRightTextureCoordinate = inputTextureCoordinate + thirdOffset;
     fourStepsRightTextureCoordinate = inputTextureCoordinate + fourthOffset;
 }

片段着色器:

precision highp float;

 uniform sampler2D inputImageTexture;

 varying vec2 centerTextureCoordinate;
 varying vec2 oneStepLeftTextureCoordinate;
 varying vec2 twoStepsLeftTextureCoordinate;
 varying vec2 threeStepsLeftTextureCoordinate;
 varying vec2 fourStepsLeftTextureCoordinate;
 varying vec2 oneStepRightTextureCoordinate;
 varying vec2 twoStepsRightTextureCoordinate;
 varying vec2 threeStepsRightTextureCoordinate;
 varying vec2 fourStepsRightTextureCoordinate;

 // sinc(x) * sinc(x/a) = (a * sin(pi * x) * sin(pi * x / a)) / (pi^2 * x^2)
 // Assuming a Lanczos constant of 2.0,and scaling values to max out at x = +/- 1.5

 void main()
 {
     lowp vec4 fragmentColor = texture2D(inputImageTexture,centerTextureCoordinate) * 0.38026;

     fragmentColor += texture2D(inputImageTexture,oneStepLeftTextureCoordinate) * 0.27667;
     fragmentColor += texture2D(inputImageTexture,oneStepRightTextureCoordinate) * 0.27667;

     fragmentColor += texture2D(inputImageTexture,twoStepsLeftTextureCoordinate) * 0.08074;
     fragmentColor += texture2D(inputImageTexture,twoStepsRightTextureCoordinate) * 0.08074;

     fragmentColor += texture2D(inputImageTexture,threeStepsLeftTextureCoordinate) * -0.02612;
     fragmentColor += texture2D(inputImageTexture,threeStepsRightTextureCoordinate) * -0.02612;

     fragmentColor += texture2D(inputImageTexture,fourStepsLeftTextureCoordinate) * -0.02143;
     fragmentColor += texture2D(inputImageTexture,fourStepsRightTextureCoordinate) * -0.02143;

     gl_FragColor = fragmentColor;
 }

这应用于两次通过,首先执行水平下采样,第二次执行垂直下采样. texelWidthOffset和texelHeightOffset均匀性交替设置为0.0,并且图像中单个像素的宽度分数或高度分数.

我很难计算顶点着色器中的纹理像素偏移量,因为这样可以避免在我针对的移动设备上依赖于纹理读取,从而在那里实现更好的性能.这是一个有点冗长的.

兰培斯重采样的结果:

正常双线性下采样:

最邻近的下采样:

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