除了基于导数的 Pivot 实现之外,您还可以使用基于源像素尺寸的偏移量从源图像中抓取相邻像素。以像素为单位的宽度或高度的倒数是您需要在此处使用的当前纹理坐标的偏移量。
例如,这是一个顶点着色器,我用来计算围绕中心像素的八个像素的这些偏移量:
 attribute vec4 position;
 attribute vec4 inputTextureCoordinate;
 uniform highp float texelWidth; 
 uniform highp float texelHeight; 
 varying vec2 textureCoordinate;
 varying vec2 leftTextureCoordinate;
 varying vec2 rightTextureCoordinate;
 varying vec2 topTextureCoordinate;
 varying vec2 topLeftTextureCoordinate;
 varying vec2 topRightTextureCoordinate;
 varying vec2 bottomTextureCoordinate;
 varying vec2 bottomLeftTextureCoordinate;
 varying vec2 bottomRightTextureCoordinate;
 void main()
 {
     gl_Position = position;
     vec2 widthStep = vec2(texelWidth, 0.0);
     vec2 heightStep = vec2(0.0, texelHeight);
     vec2 widthHeightStep = vec2(texelWidth, texelHeight);
     vec2 widthNegativeHeightStep = vec2(texelWidth, -texelHeight);
     textureCoordinate = inputTextureCoordinate.xy;
     leftTextureCoordinate = inputTextureCoordinate.xy - widthStep;
     rightTextureCoordinate = inputTextureCoordinate.xy + widthStep;
     topTextureCoordinate = inputTextureCoordinate.xy - heightStep;
     topLeftTextureCoordinate = inputTextureCoordinate.xy - widthHeightStep;
     topRightTextureCoordinate = inputTextureCoordinate.xy + widthNegativeHeightStep;
     bottomTextureCoordinate = inputTextureCoordinate.xy + heightStep;
     bottomLeftTextureCoordinate = inputTextureCoordinate.xy - widthNegativeHeightStep;
     bottomRightTextureCoordinate = inputTextureCoordinate.xy + widthHeightStep;
 }
这是一个片段着色器,它使用它来执行 Sobel 边缘检测:
 precision mediump float;
 varying vec2 textureCoordinate;
 varying vec2 leftTextureCoordinate;
 varying vec2 rightTextureCoordinate;
 varying vec2 topTextureCoordinate;
 varying vec2 topLeftTextureCoordinate;
 varying vec2 topRightTextureCoordinate;
 varying vec2 bottomTextureCoordinate;
 varying vec2 bottomLeftTextureCoordinate;
 varying vec2 bottomRightTextureCoordinate;
 uniform sampler2D inputImageTexture;
 void main()
 {
    float bottomLeftIntensity = texture2D(inputImageTexture, bottomLeftTextureCoordinate).r;
    float topRightIntensity = texture2D(inputImageTexture, topRightTextureCoordinate).r;
    float topLeftIntensity = texture2D(inputImageTexture, topLeftTextureCoordinate).r;
    float bottomRightIntensity = texture2D(inputImageTexture, bottomRightTextureCoordinate).r;
    float leftIntensity = texture2D(inputImageTexture, leftTextureCoordinate).r;
    float rightIntensity = texture2D(inputImageTexture, rightTextureCoordinate).r;
    float bottomIntensity = texture2D(inputImageTexture, bottomTextureCoordinate).r;
    float topIntensity = texture2D(inputImageTexture, topTextureCoordinate).r;
    float h = -topLeftIntensity - 2.0 * topIntensity - topRightIntensity + bottomLeftIntensity + 2.0 * bottomIntensity + bottomRightIntensity;
    float v = -bottomLeftIntensity - 2.0 * leftIntensity - topLeftIntensity + bottomRightIntensity + 2.0 * rightIntensity + topRightIntensity;
    float mag = length(vec2(h, v));
    gl_FragColor = vec4(vec3(mag), 1.0);
 }
我传入texelWidth和texelHeight制服,它们分别是图像的 1/宽度和 1/高度。这确实需要您跟踪输入图像的宽度和高度,但它应该适用于所有 OpenGL ES 设备,而不仅仅是那些具有衍生扩展的设备。
我在顶点着色器中进行纹理偏移计算有两个原因:因此偏移计算只需要每个顶点执行一次,而不是每个片段一次,更重要的是因为一些基于图块的延迟渲染器对依赖纹理的反应很差读取在片段着色器中计算纹理偏移的位置。对于在这些设备上删除这些依赖纹理读取的着色器程序,性能可以提高 20 倍。