查找表 256*16 24 位元发布
"varying highp vec2 textureCoordinate; \n" + " varying highp vec2 textureCoordinate2; // TODO: This is not used \n" + "\n" + " uniform sampler2D inputImageTexture; \n" + " uniform sampler2D inputImageTexture2; // lookup texture \n" + "\n" + " uniform lowp float intensity; \n" + "\n" + "void main() {\n" + " highp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); \n" + " \n" + " highp float blueColor = textureColor.b * 15.0; \n" + " \n" + " highp vec2 quad1; \n" + " quad1.y = floor(floor(blueColor) / 1.0); \n" + " quad1.x = floor(blueColor) - (quad1.y * 16.0); \n" + " \n" + " highp vec2 quad2; \n" + " quad2.y = floor(ceil(blueColor) / 1.0); \n" + " quad2.x = ceil(blueColor) - (quad2.y * 16.0); \n" + " \n" + " highp vec2 texPos1; \n" + " texPos1.x = (quad1.x * 0.0625) + 0.5/256.0 + ((0.0625 - 1.0/256.0) * textureColor.r); \n" + " texPos1.y = (quad1.y * 1.0) + 0.5/16.0 + ((1.0 - 1.0/16.0) * textureColor.g); \n" + " \n" + " highp vec2 texPos2; \n" + " texPos2.x = (quad2.x * 0.0625) + 0.5/256.0 + ((0.0625 - 1.0/256.0) * textureColor.r); \n" + " texPos2.y = (quad2.y * 1.0) + 0.5/16.0 + ((1.0 - 1.0/16.0) * textureColor.g); \n" + " \n" + " lowp vec4 newColor1 = texture2D(inputImageTexture2, texPos1); \n" + " lowp vec4 newColor2 = texture2D(inputImageTexture2, texPos2); \n" + " \n" + " lowp vec4 newColor = mix(newColor1, newColor2, fract(blueColor)); \n" + " gl_FragColor = mix(textureColor, vec4(newColor.rgb, textureColor.w), intensity); \n" + "}"
内容来源: wasabeef/android-gpuimage