1.嘴唇检测并改掉色,不准确时可能和相同有关,关于嘴唇颜色检测参考文章
https://blog.csdn.net/Trent1985/article/details/46330847
private static final String CAMERA_INPUT_FRAGMENT_SHADER_OES = "" +
"#extension GL_OES_EGL_image_external : require\n" +
"\n" +
"precision mediump float;\n" +
"varying vec2 textureCoordinate;\n" +
"uniform samplerExternalOES inputImageTexture;\n" +
"\n" +
"void main()\n" +
"{\n" +
" vec4 nColor=texture2D(inputImageTexture, textureCoordinate);\n"+
" if (log(nColor.g / (pow(nColor.b, 0.391) * pow(nColor.r, 0.609))) < -0.4)\n"+
" {\n"+
" gl_FragColor = vec4(1.0, 1.0, 1.0, nColor.a);\n"+
" }\n"+
" else\n"+
" {\n" +
" gl_FragColor = nColor;\n"+
" }\n"+
"}";
2.计算高斯模糊
precision mediump float;
//在片元着色器这里添加这个 sampler2D 表示我们要添加2D贴图
uniform sampler2D u_TextureUnit;
varying vec2 v_TextureCoordinates;
void main(){
vec4 color = vec4(0.0);
int coreSize=3;
int halfSize=coreSize/2;
float texelOffset = 0.01;
//创建我们计算好的卷积核
float kernel[9];
kernel[6] = 1.0; kernel[7] = 2.0; kernel[8] = 1.0;
kernel[3] = 2.0; kernel[4] = 4.0; kernel[5] = 2.0;
kernel[0] = 1.0; kernel[1] = 2.0; kernel[2] = 1.0;
int index = 0;
//每一块都进行图像卷积。
for(int y=0;y
