This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
package jp.co.cyberagent.android.gpuimage; | |
import android.opengl.GLES20; | |
/** | |
* A more generalized 9x9 Gaussian blur filter blurSize value ranging from 0.0 | |
* on up, with a default of 1.0 | |
*/ | |
public class GPUImageBilateralFilter extends | |
GPUImageTwoPassTextureSamplingFilter { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// | |
// Created by denn nevera on 2019-06-24. | |
// | |
#pragma once | |
#include <cstdint> | |
#include <stdexcept> | |
#include <string> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// | |
// Created by denn nevera on 2019-06-24. | |
// | |
// | |
// source: https://github.com/LifeWanted/liblw/tree/master/source/lw/event | |
// | |
#pragma once |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
static inline float2 __slashReflect(float2 point) { | |
return (float2){-point.y, point.x}; | |
} | |
class IMPMLSSolver{ | |
public: | |
/** |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// | |
/// Говорим делегату рендеренга, что на новом шаге изменяем позции узловых точек RGB-куба в сцене | |
/// Одновременно с этим на GPU шейдер деформирует координаты вершин нашего монолитного RGB-куба | |
/// | |
func renderer(_ renderer: SCNSceneRenderer, willRenderScene scene: SCNScene, atTime time: TimeInterval) { | |
guard isChanged else { return } | |
for (i,rgb) in colors.enumerated() /*meshGrid.enumerated()*/ { | |
let p = meshGrid[i] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// Программируем рендеринг материала в GPU на Metal | |
let program:SCNProgram = { | |
let p = SCNProgram() | |
p.vertexFunctionName = "projectionVertex" | |
p.fragmentFunctionName = "materialFragment" | |
p.isOpaque = false; | |
return p | |
}() | |
/// Создаем материал который будем рендерить в шейдерах Metal |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// | |
// LutView.swift | |
// ImageMetalling-15 | |
// | |
// Created by denis svinarchuk on 24.05.2018. | |
// Copyright © 2018 Dehancer. All rights reserved. | |
// | |
import Cocoa | |
import IMProcessing |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// Создаем фильтр обзёрвера цветов текстуры | |
private lazy var patchColors:ColorObserver = { | |
let f = ColorObserver(context: self.context) | |
// | |
// Размер прямоугольной (квадратной) области по которой мы интерполируем | |
// (на самом деле усредняем) цвет текстуры | |
// | |
f.regionSize = 20 | |
// |
NewerOlder