lygia
/filter
/boxBlur
/2D
)Simple two dimentional box blur, so can be apply in a single pass
Dependencies:
Use:
boxBlur2D(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel_offset, <int> kernelSize)
#ifndef BOXBLUR2D_TYPE
#ifdef BOXBLUR_TYPE
#define BOXBLUR2D_TYPE BOXBLUR_TYPE
#else
#define BOXBLUR2D_TYPE vec4
#endif
#endif
#ifndef BOXBLUR2D_SAMPLER_FNC
#ifdef BOXBLUR_SAMPLER_FNC
#define BOXBLUR2D_SAMPLER_FNC(TEX, UV) BOXBLUR_SAMPLER_FNC(TEX, UV)
#else
#define BOXBLUR2D_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef FNC_BOXBLUR2D
#define FNC_BOXBLUR2D
BOXBLUR2D_TYPE boxBlur2D(in SAMPLER_TYPE tex, in vec2 st, in vec2 pixel, const int kernelSize) {
BOXBLUR2D_TYPE color = BOXBLUR2D_TYPE(0.);
#ifndef BOXBLUR2D_KERNELSIZE
#if defined(PLATFORM_WEBGL)
#define BOXBLUR2D_KERNELSIZE 20
float kernelSizef = float(kernelSize);
#else
#define BOXBLUR2D_KERNELSIZE kernelSize
float kernelSizef = float(BOXBLUR2D_KERNELSIZE);
#endif
#else
float kernelSizef = float(BOXBLUR2D_KERNELSIZE);
#endif
float accumWeight = 0.;
float kernelSize2 = kernelSizef * kernelSizef;
float weight = 1. / kernelSize2;
for (int j = 0; j < BOXBLUR2D_KERNELSIZE; j++) {
#if defined(PLATFORM_WEBGL)
if (j >= kernelSize)
break;
#endif
float y = -.5 * (kernelSizef - 1.) + float(j);
for (int i = 0; i < BOXBLUR2D_KERNELSIZE; i++) {
#if defined(PLATFORM_WEBGL)
if (i >= kernelSize)
break;
#endif
float x = -.5 * (kernelSizef - 1.) + float(i);
color += BOXBLUR2D_SAMPLER_FNC(tex, st + vec2(x, y) * pixel) * weight;
}
}
return color;
}
#endif
Dependencies:
Use:
boxBlur2D(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel_offset, <int> kernelSize)
#ifndef BOXBLUR2D_TYPE
#ifdef BOXBLUR_TYPE
#define BOXBLUR2D_TYPE BOXBLUR_TYPE
#else
#define BOXBLUR2D_TYPE float4
#endif
#endif
#ifndef BOXBLUR2D_SAMPLER_FNC
#ifdef BOXBLUR_SAMPLER_FNC
#define BOXBLUR2D_SAMPLER_FNC(TEX, UV) BOXBLUR_SAMPLER_FNC(TEX, UV)
#else
#define BOXBLUR2D_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef BOXBLUR2D_KERNEL_MAXSIZE
#define BOXBLUR2D_KERNEL_MAXSIZE 20
#endif
#ifndef FNC_BOXBLUR2D
#define FNC_BOXBLUR2D
BOXBLUR2D_TYPE boxBlur2D(in SAMPLER_TYPE tex, in float2 st, in float2 pixel, const int kernelSize) {
BOXBLUR2D_TYPE color = float4(0.0, 0.0, 0.0, 0.0);
float accumWeight = 0.;
float f_kernelSize = float(kernelSize);
float kernelSize2 = f_kernelSize * f_kernelSize;
float weight = 1. / kernelSize2;
for (int j = 0; j < BOXBLUR2D_KERNEL_MAXSIZE; j++) {
if (j >= kernelSize)
break;
float y = -.5 * (f_kernelSize - 1.) + float(j);
for (int i = 0; i < BOXBLUR2D_KERNEL_MAXSIZE; i++) {
if (i >= kernelSize)
break;
float x = -.5 * (f_kernelSize - 1.) + float(i);
color += BOXBLUR2D_SAMPLER_FNC(tex, st + float2(x, y) * pixel) * weight;
}
}
return color;
}
#endif
Dependencies:
Use:
boxBlur2D(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel_offset, <int> kernelSize)
#ifndef BOXBLUR2D_TYPE
#ifdef BOXBLUR_TYPE
#define BOXBLUR2D_TYPE BOXBLUR_TYPE
#else
#define BOXBLUR2D_TYPE float4
#endif
#endif
#ifndef BOXBLUR2D_SAMPLER_FNC
#ifdef BOXBLUR_SAMPLER_FNC
#define BOXBLUR2D_SAMPLER_FNC(TEX, UV) BOXBLUR_SAMPLER_FNC(TEX, UV)
#else
#define BOXBLUR2D_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef FNC_BOXBLUR2D
#define FNC_BOXBLUR2D
BOXBLUR2D_TYPE boxBlur2D(SAMPLER_TYPE tex, float2 st, float2 pixel, const int kernelSize) {
BOXBLUR2D_TYPE color = BOXBLUR2D_TYPE(0.);
#ifndef BOXBLUR2D_KERNELSIZE
#if defined(PLATFORM_WEBGL)
#define BOXBLUR2D_KERNELSIZE 20
float kernelSizef = float(kernelSize);
#else
#define BOXBLUR2D_KERNELSIZE kernelSize
float kernelSizef = float(BOXBLUR2D_KERNELSIZE);
#endif
#else
float kernelSizef = float(BOXBLUR2D_KERNELSIZE);
#endif
float accumWeight = 0.;
float kernelSize2 = kernelSizef * kernelSizef;
float weight = 1. / kernelSize2;
for (int j = 0; j < BOXBLUR2D_KERNELSIZE; j++) {
#if defined(PLATFORM_WEBGL)
if (j >= kernelSize)
break;
#endif
float y = -.5 * (kernelSizef - 1.) + float(j);
for (int i = 0; i < BOXBLUR2D_KERNELSIZE; i++) {
#if defined(PLATFORM_WEBGL)
if (i >= kernelSize)
break;
#endif
float x = -.5 * (kernelSizef - 1.) + float(i);
color += BOXBLUR2D_SAMPLER_FNC(tex, st + float2(x, y) * pixel) * weight;
}
}
return color;
}
#endif
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