lygia
/filter
/gaussianBlur
/2D
)Two dimension Gaussian Blur to be applied in only one passes
Dependencies:
Use:
gaussianBlur2D(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel_direction, const int kernelSize)
#ifndef GAUSSIANBLUR2D_TYPE
#ifdef GAUSSIANBLUR_TYPE
#define GAUSSIANBLUR2D_TYPE GAUSSIANBLUR_TYPE
#else
#define GAUSSIANBLUR2D_TYPE vec4
#endif
#endif
#ifndef GAUSSIANBLUR2D_SAMPLER_FNC
#ifdef GAUSSIANBLUR_SAMPLER_FNC
#define GAUSSIANBLUR2D_SAMPLER_FNC(TEX, UV) GAUSSIANBLUR_SAMPLER_FNC(TEX, UV)
#else
#define GAUSSIANBLUR2D_SAMPLER_FNC(TEX, UV) sampleClamp2edge(TEX, UV)
#endif
#endif
#ifndef FNC_GAUSSIANBLUR2D
#define FNC_GAUSSIANBLUR2D
GAUSSIANBLUR2D_TYPE gaussianBlur2D(in SAMPLER_TYPE tex, in vec2 st, in vec2 offset, const int kernelSize) {
GAUSSIANBLUR2D_TYPE accumColor = GAUSSIANBLUR2D_TYPE(0.);
#ifndef GAUSSIANBLUR2D_KERNELSIZE
#if defined(PLATFORM_WEBGL)
#define GAUSSIANBLUR2D_KERNELSIZE 20
float kernelSizef = float(kernelSize);
#else
#define GAUSSIANBLUR2D_KERNELSIZE kernelSize
float kernelSizef = float(GAUSSIANBLUR2D_KERNELSIZE);
#endif
#else
float kernelSizef = float(GAUSSIANBLUR2D_KERNELSIZE);
#endif
float accumWeight = 0.;
const float k = 0.15915494; // 1 / (2*PI)
vec2 xy = vec2(0.0);
for (int j = 0; j < GAUSSIANBLUR2D_KERNELSIZE; j++) {
#if defined(PLATFORM_WEBGL)
if (j >= kernelSize)
break;
#endif
xy.y = -.5 * (kernelSizef - 1.) + float(j);
for (int i = 0; i < GAUSSIANBLUR2D_KERNELSIZE; i++) {
#if defined(PLATFORM_WEBGL)
if (i >= kernelSize)
break;
#endif
xy.x = -0.5 * (kernelSizef - 1.) + float(i);
float weight = (k / kernelSizef) * gaussian(xy, kernelSizef);
accumColor += weight * GAUSSIANBLUR2D_SAMPLER_FNC(tex, st + xy * offset);
accumWeight += weight;
}
}
return accumColor / accumWeight;
}
#endif
Dependencies:
Use:
gaussianBlur2D(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel_direction, const int kernelSize)
#ifndef GAUSSIANBLUR2D_TYPE
#ifdef GAUSSIANBLUR_TYPE
#define GAUSSIANBLUR2D_TYPE GAUSSIANBLUR_TYPE
#else
#define GAUSSIANBLUR2D_TYPE float4
#endif
#endif
#ifndef GAUSSIANBLUR2D_SAMPLER_FNC
#ifdef GAUSSIANBLUR_SAMPLER_FNC
#define GAUSSIANBLUR2D_SAMPLER_FNC(TEX, UV) GAUSSIANBLUR_SAMPLER_FNC(TEX, UV)
#else
#define GAUSSIANBLUR2D_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef GAUSSIANBLUR2D_KERNEL_MAXSIZE
#define GAUSSIANBLUR2D_KERNEL_MAXSIZE 12
#endif
#ifndef FNC_GAUSSIANBLUR2D
#define FNC_GAUSSIANBLUR2D
GAUSSIANBLUR2D_TYPE gaussianBlur2D(in SAMPLER_TYPE tex, in float2 st, in float2 offset, const int kernelSize) {
GAUSSIANBLUR2D_TYPE accumColor = float4(0.0, 0.0, 0.0, 0.0);
float accumWeight = 0.;
const float k = .15915494; // 1 / (2*PI)
float kernelSizef = float(kernelSize);
float kernelSize2 = kernelSizef * kernelSizef;
for (int j = 0; j < GAUSSIANBLUR2D_KERNEL_MAXSIZE; j++) {
if (j >= kernelSize)
break;
float y = -.5 * (kernelSize2 - 1.) + float(j);
for (int i = 0; i < GAUSSIANBLUR2D_KERNEL_MAXSIZE; i++) {
if (i >= kernelSize)
break;
float x = -.5 * (kernelSize2 - 1.) + float(i);
float weight = (k / kernelSize2) * exp(-(x * x + y * y) / (2. * kernelSize2));
accumColor += weight * GAUSSIANBLUR2D_SAMPLER_FNC(tex, st + float2(x, y) * offset);
accumWeight += weight;
}
}
return accumColor / accumWeight;
}
#endif
Dependencies:
Use:
gaussianBlur2D(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel_direction, const int kernelSize)
#ifndef GAUSSIANBLUR2D_TYPE
#ifdef GAUSSIANBLUR_TYPE
#define GAUSSIANBLUR2D_TYPE GAUSSIANBLUR_TYPE
#else
#define GAUSSIANBLUR2D_TYPE float4
#endif
#endif
#ifndef GAUSSIANBLUR2D_SAMPLER_FNC
#ifdef GAUSSIANBLUR_SAMPLER_FNC
#define GAUSSIANBLUR2D_SAMPLER_FNC(TEX, UV) GAUSSIANBLUR_SAMPLER_FNC(TEX, UV)
#else
#define GAUSSIANBLUR2D_SAMPLER_FNC(TEX, UV) sampleClamp2edge(TEX, UV)
#endif
#endif
#ifndef FNC_GAUSSIANBLUR2D
#define FNC_GAUSSIANBLUR2D
GAUSSIANBLUR2D_TYPE gaussianBlur2D(SAMPLER_TYPE tex, float2 st, float2 offset, const int kernelSize) {
GAUSSIANBLUR2D_TYPE accumColor = GAUSSIANBLUR2D_TYPE(0.);
#ifndef GAUSSIANBLUR2D_KERNELSIZE
#if defined(PLATFORM_WEBGL)
#define GAUSSIANBLUR2D_KERNELSIZE 20
float kernelSizef = float(kernelSize);
#else
#define GAUSSIANBLUR2D_KERNELSIZE kernelSize
float kernelSizef = float(GAUSSIANBLUR2D_KERNELSIZE);
#endif
#else
float kernelSizef = float(GAUSSIANBLUR2D_KERNELSIZE);
#endif
float accumWeight = 0.;
const float k = 0.15915494; // 1 / (2*PI)
float2 xy = float2(0.0);
for (int j = 0; j < GAUSSIANBLUR2D_KERNELSIZE; j++) {
#if defined(PLATFORM_WEBGL)
if (j >= kernelSize)
break;
#endif
xy.y = -.5 * (kernelSizef - 1.) + float(j);
for (int i = 0; i < GAUSSIANBLUR2D_KERNELSIZE; i++) {
#if defined(PLATFORM_WEBGL)
if (i >= kernelSize)
break;
#endif
xy.x = -0.5 * (kernelSizef - 1.) + float(i);
float weight = (k / kernelSizef) * gaussian(xy, kernelSizef);
accumColor += weight * GAUSSIANBLUR2D_SAMPLER_FNC(tex, st + xy * offset);
accumWeight += weight;
}
}
return accumColor / accumWeight;
}
#endif
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