[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-4147":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":9,"language":10,"languages":9,"totalLinesOfCode":9,"stars":11,"forks":12,"watchers":13,"openIssues":14,"contributorsCount":15,"subscribersCount":15,"size":15,"stars1d":15,"stars7d":15,"stars30d":16,"stars90d":15,"forks30d":15,"starsTrendScore":15,"compositeScore":17,"rankGlobal":9,"rankLanguage":9,"license":9,"archived":18,"fork":18,"defaultBranch":19,"hasWiki":18,"hasPages":18,"topics":20,"createdAt":9,"pushedAt":9,"updatedAt":25,"readmeContent":26,"aiSummary":27,"trendingCount":15,"starSnapshotCount":15,"syncStatus":28,"lastSyncTime":29,"discoverSource":30},4147,"android-gpuimage","wasabeef\u002Fandroid-gpuimage","wasabeef","Android filters based on OpenGL (idea from GPUImage for iOS)",null,"Java",9157,2297,395,333,0,6,41,false,"master",[21,22,23,24],"android","gpuimage","java","opengl","2026-06-12 02:00:59","# GPUImage for Android\n[![License](https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Flicense-Apache%202-blue.svg)](https:\u002F\u002Fwww.apache.org\u002Flicenses\u002FLICENSE-2.0)\n[![Download](https:\u002F\u002Fapi.bintray.com\u002Fpackages\u002Fcats-oss\u002Fmaven\u002Fgpuimage\u002Fimages\u002Fdownload.svg) ](https:\u002F\u002Fbintray.com\u002Fcats-oss\u002Fmaven\u002Fgpuimage\u002F_latestVersion)\n[![Maven Central](https:\u002F\u002Fmaven-badges.herokuapp.com\u002Fmaven-central\u002Fjp.co.cyberagent.android\u002Fgpuimage\u002Fbadge.svg)](https:\u002F\u002Fsearch.maven.org\u002Fartifact\u002Fjp.co.cyberagent.android\u002Fgpuimage)\n[![Build Status](https:\u002F\u002Fapp.bitrise.io\u002Fapp\u002Fd8d8090a71066e7c\u002Fstatus.svg?token=sJNbvX8CkecWcUA5Z898lQ&branch=master)](https:\u002F\u002Fapp.bitrise.io\u002Fapp\u002Fd8d8090a71066e7c)\n\nIdea from: [iOS GPUImage framework](https:\u002F\u002Fgithub.com\u002FBradLarson\u002FGPUImage2)\n\nGoal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.\n\n## Requirements\n* Android 2.2 or higher (OpenGL ES 2.0)\n\n## Usage\n\n### Gradle dependency\n\n```groovy\nrepositories {\n    mavenCentral()\n}\n\ndependencies {\n    implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'\n}\n```\n\n### Sample Code\n#### With preview:\n\nJava:\n```java\n@Override\npublic void onCreate(final Bundle savedInstanceState) {\n    super.onCreate(savedInstanceState);\n    setContentView(R.layout.activity);\n\n    Uri imageUri = ...;\n    gpuImage = new GPUImage(this);\n    gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));\n    gpuImage.setImage(imageUri); \u002F\u002F this loads image on the current thread, should be run in a thread\n    gpuImage.setFilter(new GPUImageSepiaFilter());\n\n    \u002F\u002F Later when image should be saved saved:\n    gpuImage.saveToPictures(\"GPUImage\", \"ImageWithFilter.jpg\", null);\n}\n```\n\nKotlin:\n```kotlin\npublic override fun onCreate(savedInstanceState: Bundle?) {\n    super.onCreate(savedInstanceState)\n    setContentView(R.layout.activity_gallery)\n\n    val imageUri: Uri = ...\n    gpuImage = GPUImage(this)\n    gpuImage.setGLSurfaceView(findViewById\u003CGLSurfaceView>(R.id.surfaceView))\n    gpuImage.setImage(imageUri) \u002F\u002F this loads image on the current thread, should be run in a thread\n    gpuImage.setFilter(GPUImageSepiaFilter())\n\n    \u002F\u002F Later when image should be saved saved:\n    gpuImage.saveToPictures(\"GPUImage\", \"ImageWithFilter.jpg\", null)\n}\n```\n\n#### Using GPUImageView\n```xml\n\u003Cjp.co.cyberagent.android.gpuimage.GPUImageView\n    android:id=\"@+id\u002Fgpuimageview\"\n    android:layout_width=\"match_parent\"\n    android:layout_height=\"match_parent\"\n    app:gpuimage_show_loading=\"false\"\n    app:gpuimage_surface_type=\"texture_view\" \u002F> \u003C!-- surface_view or texture_view -->\n```\n\nJava:\n```java\n@Override\npublic void onCreate(final Bundle savedInstanceState) {\n    super.onCreate(savedInstanceState);\n    setContentView(R.layout.activity);\n\n    Uri imageUri = ...;\n    gpuImageView = findViewById(R.id.gpuimageview);\n    gpuImageView.setImage(imageUri); \u002F\u002F this loads image on the current thread, should be run in a thread\n    gpuImageView.setFilter(new GPUImageSepiaFilter());\n\n    \u002F\u002F Later when image should be saved saved:\n    gpuImageView.saveToPictures(\"GPUImage\", \"ImageWithFilter.jpg\", null);\n}\n```\n\nKotlin:\n```kotlin\npublic override fun onCreate(savedInstanceState: Bundle?) {\n    super.onCreate(savedInstanceState)\n    setContentView(R.layout.activity_gallery)\n\n    val imageUri: Uri = ...\n    gpuImageView = findViewById\u003CGPUImageView>(R.id.gpuimageview)\n    gpuImageView.setImage(imageUri) \u002F\u002F this loads image on the current thread, should be run in a thread\n    gpuImageView.setFilter(GPUImageSepiaFilter())\n\n    \u002F\u002F Later when image should be saved saved:\n    gpuImageView.saveToPictures(\"GPUImage\", \"ImageWithFilter.jpg\", null)\n}\n```\n\n#### Without preview:\n\nJava:\n```java\npublic void onCreate(final Bundle savedInstanceState) {\n    public void onCreate(final Bundle savedInstanceState) {\n    Uri imageUri = ...;\n    gpuImage = new GPUImage(context);\n    gpuImage.setFilter(new GPUImageSobelEdgeDetection());\n    gpuImage.setImage(imageUri);\n    gpuImage.saveToPictures(\"GPUImage\", \"ImageWithFilter.jpg\", null);\n}\n```\n\nKotlin:\n```kotlin\npublic override fun onCreate(savedInstanceState: Bundle?) {\n    super.onCreate(savedInstanceState)\n    setContentView(R.layout.activity_gallery)\n    val imageUri: Uri = ...\n    gpuImage = GPUImage(this)\n    gpuImage.setFilter(GPUImageSepiaFilter())\n    gpuImage.setImage(imageUri)\n    gpuImage.saveToPictures(\"GPUImage\", \"ImageWithFilter.jpg\", null)\n}\n```\n\n### Support status of [GPUImage for iOS](https:\u002F\u002Fgithub.com\u002FBradLarson\u002FGPUImage2) shaders\n- [x] Saturation\n- [x] Contrast\n- [x] Brightness\n- [x] Levels\n- [x] Exposure\n- [x] RGB\n- [x] RGB Diation\n- [x] Hue\n- [x] White Balance\n- [x] Monochrome\n- [x] False Color\n- [x] Sharpen\n- [ ] Unsharp Mask\n- [x] Transform Operation\n- [ ] Crop\n- [x] Gamma\n- [x] Highlights and Shadows\n- [x] Haze\n- [x] Sepia Tone\n- [ ] Amatorka\n- [ ] Miss Etikate\n- [ ] Soft Elegance\n- [x] Color Inversion\n- [x] Solarize\n- [x] Vibrance\n- [ ] Highlight and Shadow Tint\n- [x] Luminance\n- [x] Luminance Threshold\n- [ ] Average Color\n- [ ] Average Luminance\n- [ ] Average Luminance Threshold\n- [ ] Adaptive Threshold\n- [ ] Polar Pixellate\n- [x] Pixellate\n- [ ] Polka Dot\n- [x] Halftone\n- [x] Crosshatch\n- [x] Sobel Edge Detection\n- [ ] Prewitt Edge Detection\n- [ ] Canny Edge Detection\n- [x] Threshold Sobel EdgeDetection\n- [ ] Harris Corner Detector\n- [ ] Noble Corner Detector\n- [ ] Shi Tomasi Feature Detector\n- [ ] Colour FAST Feature Detector\n- [ ] Low Pass Filter\n- [ ] High Pass Filter\n- [x] Sketch Filter\n- [ ] Threshold Sketch Filter\n- [x] Toon Filter\n- [x] SmoothToon Filter\n- [ ] Tilt Shift\n- [x] CGA Colorspace Filter\n- [x] Posterize\n- [x] Convolution 3x3\n- [x] Emboss Filter\n- [x] Laplacian\n- [x] Chroma Keying\n- [x] Kuwahara Filter\n- [ ] Kuwahara Radius3 Filter\n- [x] Vignette\n- [x] Gaussian Blur\n- [x] Box Blur\n- [x] Bilateral Blur\n- [ ] Motion Blur\n- [x] Zoom Blur\n- [ ] iOS Blur\n- [ ] Median Filter\n- [x] Swirl Distortion\n- [x] Bulge Distortion\n- [ ] Pinch Distortion\n- [x] Sphere Refraction\n- [x] Glass Sphere Refraction\n- [ ] Stretch Distortion\n- [x] Dilation\n- [ ] Erosion\n- [ ] Opening Filter\n- [ ] Closing Filter\n- [ ] Local Binary Pattern\n- [ ] Color Local Binary Pattern\n- [x] Dissolve Blend\n- [x] Chroma Key Blend\n- [x] Add Blend\n- [x] Divide Blend\n- [x] Multiply Blend\n- [x] Overlay Blend\n- [x] Lighten Blend\n- [x] Darken Blend\n- [x] Color Burn Blend\n- [x] Color Dodge Blend\n- [x] Linear Burn Blend\n- [x] Screen Blend\n- [x] Difference Blend\n- [x] Subtract Blend\n- [x] Exclusion Blend\n- [x] HardLight Blend\n- [x] SoftLight Blend\n- [x] Color Blend\n- [x] Hue Blend\n- [x] Saturation Blend\n- [x] Luminosity Blend\n- [x] Normal Blend\n- [x] Source Over Blend\n- [x] Alpha Blend\n- [x] Non Maximum Suppression\n- [ ] Thresholded Non Maximum Suppression\n- [ ] Directional Non Maximum Suppression\n- [x] Opacity\n- [x] Weak Pixel Inclusion Filter\n- [x] Color Matrix\n- [x] Directional Sobel Edge Detection\n- [x] Lookup\n- [x] Tone Curve (*.acv files) \n\n## Others\n- [x] Texture 3x3\n- [x] Gray Scale\n\n### Gradle\nMake sure that you run the clean target when using maven.\n\n```groovy\ngradle clean assemble\n```\n\n## License\n    Copyright 2018 CyberAgent, Inc.\n\n    Licensed under the Apache License, Version 2.0 (the \"License\");\n    you may not use this file except in compliance with the License.\n    You may obtain a copy of the License at\n\n       http:\u002F\u002Fwww.apache.org\u002Flicenses\u002FLICENSE-2.0\n\n    Unless required by applicable law or agreed to in writing, software\n    distributed under the License is distributed on an \"AS IS\" BASIS,\n    WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n    See the License for the specific language governing permissions and\n    limitations under the License.\n","wasabeef\u002Fandroid-gpuimage 是一个基于OpenGL的Android图像处理库，灵感来源于iOS上的GPUImage框架。它支持多种图像滤镜效果，通过使用相同的顶点和片段着色器，使得从iOS移植滤镜到Android变得更加容易。该库要求Android 2.2或更高版本（OpenGL ES 2.0），并提供了丰富的预设滤镜，如怀旧、黑白等。适用于需要在移动应用中实现实时图像处理功能的场景，比如照片编辑软件、视频直播美化工具等。通过Gradle集成后，开发者可以轻松地为图片或视频流添加各种视觉效果。",2,"2026-06-11 02:58:42","top_language"]