GLSL Image Processing
r3dux | June 3, 2011I had a play around doing some image processing earlier using GLSL shaders from chapter 17 of the OpenGL SuperBible (4th Edition, I’m not seeing them in the 5th) and the results aren’t too shabby. I’m rendering the skybox plus torus’ with ambient/diffuse/specular lighting and cubemap texture lookup to a FBO, then rendering a full-screen quad textured with the result of the previous pass, and it’s this full-screen quad that I’m processing to get these effects.
Pretty easy & kinda fun – next up depth of field…
Image Processing Vertex Shader
#version 330 // Read-only uniform values shared across all vertexes uniform mat4 mvpMatrix; // Incoming per-vertex values in vec4 vVertex; in vec2 vTexCoord0; // Outgoing interpolated values smooth out vec2 vTex; void main(void) { // Pass through the texture coordinates vTex = vTexCoord0; // Transform the geometry gl_Position = mvpMatrix * vVertex; } |
Image Processing Fragment Shader
#version 330 uniform sampler2D quadTexture; uniform int filterNumber; uniform vec2 tcOffset[25]; // Texture coordinate offsets in vec2 vTex; out vec4 vFragColour; void main(void) { // Standard if (filterNumber == 0) { vFragColour = texture2D(quadTexture, vTex); } // Greyscale if (filterNumber == 1) { // Convert to greyscale using NTSC weightings float grey = dot(texture2D(quadTexture, vTex).rgb, vec3(0.299, 0.587, 0.114)); vFragColour = vec4(grey, grey, grey, 1.0); } // Sepia tone if (filterNumber == 2) { // Convert to greyscale using NTSC weightings float grey = dot(texture2D(quadTexture, vTex).rgb, vec3(0.299, 0.587, 0.114)); // Play with these rgb weightings to get different tones. // (As long as all rgb weightings add up to 1.0 you won't lighten or darken the image) vFragColour = vec4(grey * vec3(1.2, 1.0, 0.8), 1.0); } // Negative if (filterNumber == 3) { vec4 texMapColour = texture2D(quadTexture, vTex); vFragColour = vec4(1.0 - texMapColour.rgb, 1.0); } // Blur (gaussian) if (filterNumber == 4) { vec4 sample[25]; for (int i = 0; i < 25; i++) { // Sample a grid around and including our texel sample[i] = texture(quadTexture, vTex + tcOffset[i]); } // Gaussian weighting: // 1 4 7 4 1 // 4 16 26 16 4 // 7 26 41 26 7 / 273 (i.e. divide by total of weightings) // 4 16 26 16 4 // 1 4 7 4 1 vFragColour = ( (1.0 * (sample[0] + sample[4] + sample[20] + sample[24])) + (4.0 * (sample[1] + sample[3] + sample[5] + sample[9] + sample[15] + sample[19] + sample[21] + sample[23])) + (7.0 * (sample[2] + sample[10] + sample[14] + sample[22])) + (16.0 * (sample[6] + sample[8] + sample[16] + sample[18])) + (26.0 * (sample[7] + sample[11] + sample[13] + sample[17])) + (41.0 * sample[12]) ) / 273.0; } // Blur (median filter) if (filterNumber == 5) { vFragColour = vec4(0.0); for (int i = 0; i < 25; i++) { // Sample a grid around and including our texel vFragColour += texture(quadTexture, vTex + tcOffset[i]); } vFragColour /= 25; } // Sharpen if (filterNumber == 6) { vec4 sample[25]; for (int i = 0; i < 25; i++) { // Sample a grid around and including our texel sample[i] = texture(quadTexture, vTex + tcOffset[i]); } // Sharpen weighting: // -1 -1 -1 -1 -1 // -1 -1 -1 -1 -1 // -1 -1 25 -1 -1 // -1 -1 -1 -1 -1 // -1 -1 -1 -1 -1 vFragColour = 25.0 * sample[12]; for (int i = 0; i < 25; i++) { if (i != 12) vFragColour -= sample[i]; } } // Dilate if (filterNumber == 7) { vec4 sample[25]; vec4 maxValue = vec4(0.0); for (int i = 0; i < 25; i++) { // Sample a grid around and including our texel sample[i] = texture(quadTexture, vTex + tcOffset[i]); // Keep the maximum value maxValue = max(sample[i], maxValue); } vFragColour = maxValue; } // Erode if (filterNumber == 8) { vec4 sample[25]; vec4 minValue = vec4(1.0); for (int i = 0; i < 25; i++) { // Sample a grid around and including our texel sample[i] = texture(quadTexture, vTex + tcOffset[i]); // Keep the minimum value minValue = min(sample[i], minValue); } vFragColour = minValue; } // Laplacian Edge Detection (very, very similar to sharpen filter - check it out!) if (filterNumber == 9) { vec4 sample[25]; for (int i = 0; i < 25; i++) { // Sample a grid around and including our texel sample[i] = texture(quadTexture, vTex + tcOffset[i]); } // Laplacian weighting: // -1 -1 -1 -1 -1 // -1 -1 -1 -1 -1 // -1 -1 24 -1 -1 // -1 -1 -1 -1 -1 // -1 -1 -1 -1 -1 vFragColour = 24.0 * sample[12]; for (int i = 0; i < 25; i++) { if (i != 12) vFragColour -= sample[i]; } } } |
The only other bit of code worth mentioning is the generation of the texture coordinate offsets, which is accomplished with the following C++ code (yes, it’s kinda ugly – no, I didn’t write it – yes, it works):
// Set up texture sampling offset storage const GLint tcOffsetColumns = 5; const GLint tcOffsetRows = 5; GLfloat texCoordOffsets[tcOffsetColumns * tcOffsetRows * 2]; // Calculate texture coordinate offsets for kernel convolution effects void genTexCoordOffsets(GLuint width, GLuint height, GLfloat step = 1.0f) // Note: Change this step value to increase the number of pixels we sample across... { // Note: You can multiply the step to displace the samples further. Do this with diff values horiz and vert and you have directional blur of a sort... float xInc = step / (GLfloat)(windowWidth); float yInc = step / (GLfloat)(windowHeight); for (int i = 0; i < tcOffsetColumns; i++) { for (int j = 0; j < tcOffsetRows; j++) { texCoordOffsets[(((i*5)+j)*2)+0] = (-2.0f * xInc) + ((GLfloat)i * xInc); texCoordOffsets[(((i*5)+j)*2)+1] = (-2.0f * yInc) + ((GLfloat)j * yInc); } } } |
You can then draw your full-screen quad something like this:
// *** Draw the original geometry to a FBO here *** // Now draw our full-screen quad projectionMatrix.PushMatrix(); projectionMatrix.LoadIdentity(); projectionMatrix.LoadMatrix(orthoMatrix); modelViewMatrix.PushMatrix(); modelViewMatrix.LoadIdentity(); glDisable(GL_DEPTH_TEST); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fboTexture); // Select the texture in our framebuffer glUseProgram(r3dTextureProgram); glUniformMatrix4fv(locTexMVPMatrix, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix()); glUniform1i(locTexTextureMap, 0); glUniform1i(locTexFilterNumber, filterNumber); glUniform2fv(locTexTCOffsets, 25, texCoordOffsets); // Pass in 25 vec2s in our texture coordinate offset array screenQuad.Draw(); glEnable(GL_DEPTH_TEST); modelViewMatrix.PopMatrix(); projectionMatrix.PopMatrix(); |
Job’s a good ‘un.











looks awesome al gonna have to get a copy of that book i think
Cheers! Tis indeed a good book – 4th edition covers fixed-pipeline (glBegin(); …… glEnd();) and some shaders (but older version of GLSL), 5th edition is all shaders and pretty much up to date, so it’s a little bit harder to get started as you’re doing things the new way from day 1, but it sets you up nicely for the future!
Hi,
this post was very useful for our work,
we used your shaders to add ‘video effects’ in our sample-code for Augmented Reality in Javascript
http://www.jooink.com/experiments/DevFest2012/
Of course we cited this post in the application’s first ‘page’.
Thank you !!
Alberto.
Looks nice, but no joy in Linux or Win7 via Virtual Box – will have to give it a shot next time I’m in Windows!
Also, thanks for the credit (although it really goes to Richard Wright of Superbible fame!)