lygia
/filter
/boxBlur
/2D_fast9
)Simple two dimentional box blur, so can be apply in a single pass
Dependencies:
Use:
boxBlur1D_fast9(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel_direction)
#ifndef BOXBLUR2D_FAST9_TYPE
#ifdef BOXBLUR_TYPE
#define BOXBLUR2D_FAST9_TYPE BOXBLUR_TYPE
#else
#define BOXBLUR2D_FAST9_TYPE vec4
#endif
#endif
#ifndef BOXBLUR2D_FAST9_SAMPLER_FNC
#ifdef BOXBLUR_SAMPLER_FNC
#define BOXBLUR2D_FAST9_SAMPLER_FNC(TEX, UV) BOXBLUR_SAMPLER_FNC(TEX, UV)
#else
#define BOXBLUR2D_FAST9_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef FNC_BOXBLUR2D_FAST9
#define FNC_BOXBLUR2D_FAST9
BOXBLUR2D_FAST9_TYPE boxBlur2D_fast9(in SAMPLER_TYPE tex, in vec2 st, in vec2 offset) {
BOXBLUR2D_FAST9_TYPE color = BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st); // center
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + vec2(-offset.x, offset.y)); // tleft
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + vec2(-offset.x, 0.)); // left
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + vec2(-offset.x, -offset.y)); // bleft
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + vec2(0., offset.y)); // top
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + vec2(0., -offset.y)); // bottom
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + offset); // tright
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + vec2(offset.x, 0.)); // right
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + vec2(offset.x, -offset.y)); // bright
return color * 0.1111111111; // 1./9.
}
#endif
Dependencies:
Use:
boxBlur1D_fast9(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel_direction)
#ifndef BOXBLUR2D_FAST9_TYPE
#ifdef BOXBLUR_TYPE
#define BOXBLUR2D_FAST9_TYPE BOXBLUR_TYPE
#else
#define BOXBLUR2D_FAST9_TYPE float4
#endif
#endif
#ifndef BOXBLUR2D_FAST9_SAMPLER_FNC
#ifdef BOXBLUR_SAMPLER_FNC
#define BOXBLUR2D_FAST9_SAMPLER_FNC(TEX, UV) BOXBLUR_SAMPLER_FNC(TEX, UV)
#else
#define BOXBLUR2D_FAST9_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef FNC_BOXBLUR2D_FAST9
#define FNC_BOXBLUR2D_FAST9
BOXBLUR2D_FAST9_TYPE boxBlur2D_fast9(in SAMPLER_TYPE tex, in float2 st, in float2 offset) {
BOXBLUR2D_FAST9_TYPE color = BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st); // center
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(-offset.x, offset.y)); // tleft
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(-offset.x, 0.)); // left
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(-offset.x, -offset.y)); // bleft
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(0., offset.y)); // top
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(0., -offset.y)); // bottom
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + offset); // tright
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(offset.x, 0.)); // right
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(offset.x, -offset.y)); // bright
return color * 0.1111111111; // 1./9.
}
#endif
Dependencies:
Use:
boxBlur1D_fast9(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel_direction)
#ifndef BOXBLUR2D_FAST9_TYPE
#ifdef BOXBLUR_TYPE
#define BOXBLUR2D_FAST9_TYPE BOXBLUR_TYPE
#else
#define BOXBLUR2D_FAST9_TYPE float4
#endif
#endif
#ifndef BOXBLUR2D_FAST9_SAMPLER_FNC
#ifdef BOXBLUR_SAMPLER_FNC
#define BOXBLUR2D_FAST9_SAMPLER_FNC(TEX, UV) BOXBLUR_SAMPLER_FNC(TEX, UV)
#else
#define BOXBLUR2D_FAST9_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef FNC_BOXBLUR2D_FAST9
#define FNC_BOXBLUR2D_FAST9
BOXBLUR2D_FAST9_TYPE boxBlur2D_fast9(SAMPLER_TYPE tex, float2 st, float2 offset) {
BOXBLUR2D_FAST9_TYPE color = BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st); // center
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(-offset.x, offset.y)); // tleft
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(-offset.x, 0.)); // left
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(-offset.x, -offset.y)); // bleft
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(0., offset.y)); // top
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(0., -offset.y)); // bottom
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + offset); // tright
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(offset.x, 0.)); // right
color += BOXBLUR2D_FAST9_SAMPLER_FNC(tex, st + float2(offset.x, -offset.y)); // bright
return color * 0.1111111111; // 1./9.
}
#endif
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).
It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.
Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository