Why same fragment shader gives different results on different android phones?
I am trying to implement a blur filter with OpenGL ES 2.0 on Android. Here is the code i am using:
varying highp vec2 fragTexCoord;
highp vec2 u_Scale;
uniform sampler2D s_texture;
highp vec2 gaussFilter[7];
uniform highp float radius;
highp vec4 boxVerBlur(){
gaussFilter[0] = vec2( -3.0,0.015625);
gaussFilter[1] = vec2(-2.0, 0.09375);
gaussFilter[2] = vec2(-1.0, 0.234375);
gaussFilter[3] = vec2(0.0, 0.3125);
gaussFilter[4] = vec2(1.0, 0.234375);
gaussFilter[5] = vec2(2.0, 0.09375);
gaussFilter[6] = vec2(3.0, 0.015625);
highp vec4 color = vec4(0,0,0,1);
u_Scale = vec2( 1.0/radius, 0 );
for( int i = 0; i < 7; i++ )
{
color += texture2D( s_texture, vec2(
fragTexCoord.x + gaussFilter[i].x*u_Scale.x,
fragTexCoord.y + gaussFilter[i].x*u_Scale.y )) * gaussFilter[i].y;
}
return color;
}
void main(void)
{
gl开发者_运维技巧_FragColor = boxVerBlur();
}
On "Samsung Galaxy S" it works as expected. However when i run same app on "Samsung Galaxy Ace," it results a brighter texture without blur effect.
Result from Galaxy S:
Result from Galaxy ACE:
I'll assume that by gaussFilter1 and gaussFilter2 you meant gaussFilter[1] and gaussFilter[2].
The only problem with your code I noticed is that you are adding the alpha, try adding only the rgb:
color.rgb += texture2D( s_texture, vec2(
fragTexCoord.x + gaussFilter[i].x*u_Scale.x,
fragTexCoord.y + gaussFilter[i].x*u_Scale.y )).rgb * gaussFilter[i].y;
It shouldn't cause your problem, but imho it worth a try, and even if it don't solve the problem, you will be saving an unnecessary sum for each texture access.
精彩评论