by wysaid

GPU accelerated image filters for iOS, based on OpenGL.

214 Stars 62 Forks Last release: over 3 years ago (2.4.3) MIT License 198 Commits 2 Releases

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GPU accelerated filters for iOS based on OpenGL.

New feature: Face effects will be created with the ios11's


Android version:


  • This repo is open source now. You can use cge.framework in your project.
1. You can add the cge.framework to your project, then add the code
>//Everything is done.

  1. If you're using CocoaPods, add this to your Podfile: >pod 'cge', :git => ''

or with the latest static library: >pod 'cge', :git => '', :tag => '2.5.1'

Dependencies: libc++, ImageIO.framework, MobileCoreServices.framework

Note: The filters are written in C++, so you should change your source file extensions to "mm" if you want use all features. But it is not necessary when you're using the interface-headers just like the demo.

  • Hundreds of built-in filters are available in the demo. 😋If you'd like to add your own filter, please take a look at the manual page. Or you can follow the demo code. The new custom filters should be written in C++.

  • To build the source code, you can use the xcode project in the 'library' folder.


1. Usage

Sample Code for doing a filter with UIImage ``` //Simply apply a filter to an UIImage. - (void)viewDidLoad { UIImage* srcImage = [UIImage imageNamed:@"test.jpg"]; //HSL Adjust (hue: 0.02, saturation: -0.31, luminance: -0.17) //Please see the manual for more details. const char* ruleString = @"@adjust hsl 0.02 -0.31 -0.17"; UIImage* resultImage = cgeFilterUIImage_MultipleEffects(srcImage, ruleString, 1.0f, nil);

//Then the dstImage is applied with the filter.
//It's so convenient, isn't it?

} ```

2. Custom Shader Filter

2.1 Write your own filter

Your filter must inherit CGEImageFilterInterfaceAbstract or its child class. Most of the filters are inherited from CGEImageFilterInterface because it has many useful functions.

// A simple customized filter to do a color reversal.
class MyCustomFilter : public CGE::CGEImageFilterInterface

bool init()
    CGEConstString fragmentShaderString = CGE_SHADER_STRING_PRECISION_H
    varying vec2 textureCoordinate;  //defined in 'g_vshDefaultWithoutTexCoord'
    uniform sampler2D inputImageTexture; // the same to above.

    void main()
        vec4 src = texture2D(inputImageTexture, textureCoordinate);
        src.rgb = 1.0 - src.rgb;  //Simply reverse all channels.
        gl_FragColor = src;

    //m_program is defined in 'CGEImageFilterInterface'
    return m_program.initWithShaderStrings(g_vshDefaultWithoutTexCoord, s_fsh);

//void render2Texture(CGE::CGEImageHandlerInterface* handler, GLuint srcTexture, GLuint vertexBufferID)
//  //Your own render functions here.
//  //Do not override this function to use the CGEImageFilterInterface's.


Note: To add your own shader filter with c++. Please see the demo for further details.

2.2 Run your own filter

Please see this:

3. Filter Rule String




Some utils are available for creating filters:



MIT License






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