LYGIA Shader Library

gaussianBlur (lygia/filter/gaussianBlur)

Adapted versions from 5, 9 and 13 gaussian fast blur from https://github.com/Jam3/glsl-fast-gaussian-blur

Dependencies:

Use:

gaussianBlur(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel_direction [, const int kernelSize])

Check it on Github



#ifndef GAUSSIANBLUR_AMOUNT
#define GAUSSIANBLUR_AMOUNT gaussianBlur13
#endif

#ifndef GAUSSIANBLUR_TYPE
#define GAUSSIANBLUR_TYPE vec4
#endif

#ifndef GAUSSIANBLUR_SAMPLER_FNC
#define GAUSSIANBLUR_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif


#ifndef FNC_GAUSSIANBLUR
#define FNC_GAUSSIANBLUR
GAUSSIANBLUR_TYPE gaussianBlur13(in SAMPLER_TYPE tex, in vec2 st, in vec2 offset) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, 7);
#else
    return gaussianBlur1D_fast13(tex, st, offset);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur9(in SAMPLER_TYPE tex, in vec2 st, in vec2 offset) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, 5);
#else
    return gaussianBlur1D_fast9(tex, st, offset);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur5(in SAMPLER_TYPE tex, in vec2 st, in vec2 offset) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, 3);
#else
    return gaussianBlur1D_fast5(tex, st, offset);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur(in SAMPLER_TYPE tex, in vec2 st, in vec2 offset, const int kernelSize) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, kernelSize);
#else
    return gaussianBlur1D(tex, st, offset, kernelSize);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur(in SAMPLER_TYPE tex, in vec2 st, in vec2 offset) {
    return GAUSSIANBLUR_AMOUNT(tex, st, offset);
}
#endif

Dependencies:

Use:

gaussianBlur(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel_direction [, const int kernelSize])

Check it on Github



#ifndef GAUSSIANBLUR_AMOUNT
#define GAUSSIANBLUR_AMOUNT gaussianBlur13
#endif

#ifndef GAUSSIANBLUR_TYPE
#define GAUSSIANBLUR_TYPE float4
#endif

#ifndef GAUSSIANBLUR_SAMPLER_FNC
#define GAUSSIANBLUR_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif


#ifndef FNC_GAUSSIANBLUR
#define FNC_GAUSSIANBLUR
GAUSSIANBLUR_TYPE gaussianBlur13(in SAMPLER_TYPE tex, in float2 st, in float2 offset) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, 7);
#else
    return gaussianBlur1D_fast13(tex, st, offset);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur9(in SAMPLER_TYPE tex, in float2 st, in float2 offset) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, 5);
#else
    return gaussianBlur1D_fast9(tex, st, offset);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur5(in SAMPLER_TYPE tex, in float2 st, in float2 offset) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, 3);
#else
    return gaussianBlur1D_fast5(tex, st, offset);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur(in SAMPLER_TYPE tex, in float2 st, in float2 offset, const int kernelSize) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, kernelSize);
#else
    return gaussianBlur1D(tex, st, offset, kernelSize);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur(in SAMPLER_TYPE tex, in float2 st, in float2 offset) {
    return GAUSSIANBLUR_AMOUNT(tex, st, offset);
}
#endif

Dependencies:

Use:

gaussianBlur(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel_direction [, const int kernelSize])

Check it on Github



#ifndef GAUSSIANBLUR_AMOUNT
#define GAUSSIANBLUR_AMOUNT gaussianBlur13
#endif

#ifndef GAUSSIANBLUR_TYPE
#define GAUSSIANBLUR_TYPE float4
#endif

#ifndef GAUSSIANBLUR_SAMPLER_FNC
#define GAUSSIANBLUR_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif


#ifndef FNC_GAUSSIANBLUR
#define FNC_GAUSSIANBLUR
GAUSSIANBLUR_TYPE gaussianBlur13(SAMPLER_TYPE tex, float2 st, float2 offset) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, 7);
#else
    return gaussianBlur1D_fast13(tex, st, offset);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur9(SAMPLER_TYPE tex, float2 st, float2 offset) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, 5);
#else
    return gaussianBlur1D_fast9(tex, st, offset);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur5(SAMPLER_TYPE tex, float2 st, float2 offset) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, 3);
#else
    return gaussianBlur1D_fast5(tex, st, offset);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur(SAMPLER_TYPE tex, float2 st, float2 offset, const int kernelSize) {
#ifdef GAUSSIANBLUR_2D
    return gaussianBlur2D(tex, st, offset, kernelSize);
#else
    return gaussianBlur1D(tex, st, offset, kernelSize);
#endif
}

GAUSSIANBLUR_TYPE gaussianBlur(SAMPLER_TYPE tex, float2 st, float2 offset) {
    return GAUSSIANBLUR_AMOUNT(tex, st, offset);
}
#endif

Examples

Licenses

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.

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