lygia
/v1.1.6
/filter
/boxBlur
/1D
)simple one dimentional box blur, to be applied in two passes
Dependencies:
Use:
boxBlur1D(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel_offset, <int> kernelSize)
#ifndef BOXBLUR1D_TYPE
#ifdef BOXBLUR_TYPE
#define BOXBLUR1D_TYPE BOXBLUR_TYPE
#else
#define BOXBLUR1D_TYPE vec4
#endif
#endif
#ifndef BOXBLUR1D_SAMPLER_FNC
#ifdef BOXBLUR_SAMPLER_FNC
#define BOXBLUR1D_SAMPLER_FNC(TEX, UV) BOXBLUR_SAMPLER_FNC(TEX, UV)
#else
#define BOXBLUR1D_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef FNC_BOXBLUR1D
#define FNC_BOXBLUR1D
BOXBLUR1D_TYPE boxBlur1D(in SAMPLER_TYPE tex, in vec2 st, in vec2 offset, const int kernelSize) {
BOXBLUR1D_TYPE color = BOXBLUR1D_TYPE(0.);
#ifndef BOXBLUR1D_KERNELSIZE
#if defined(PLATFORM_WEBGL)
#define BOXBLUR1D_KERNELSIZE 20
float kernelSizef = float(kernelSize);
#else
#define BOXBLUR1D_KERNELSIZE kernelSize
float kernelSizef = float(BOXBLUR1D_KERNELSIZE);
#endif
#else
float kernelSizef = float(BOXBLUR1D_KERNELSIZE);
#endif
float weight = 1. / kernelSizef;
for (int i = 0; i < BOXBLUR1D_KERNELSIZE; i++) {
#if defined(PLATFORM_WEBGL)
if (i >= kernelSize)
break;
#endif
float x = -.5 * (kernelSizef - 1.) + float(i);
color += BOXBLUR1D_SAMPLER_FNC(tex, st + offset * x ) * weight;
}
return color;
}
#endif
Dependencies:
Use:
boxBlur1D(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel_offset, <int> kernelSize)
#ifndef BOXBLUR1D_TYPE
#ifdef BOXBLUR_TYPE
#define BOXBLUR1D_TYPE BOXBLUR_TYPE
#else
#define BOXBLUR1D_TYPE float4
#endif
#endif
#ifndef BOXBLUR1D_SAMPLER_FNC
#ifdef BOXBLUR_SAMPLER_FNC
#define BOXBLUR1D_SAMPLER_FNC(TEX, UV) BOXBLUR_SAMPLER_FNC(TEX, UV)
#else
#define BOXBLUR1D_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef FNC_BOXBLUR1D
#define FNC_BOXBLUR1D
BOXBLUR1D_TYPE boxBlur1D(in SAMPLER_TYPE tex, in float2 st, in float2 offset, const int kernelSize) {
BOXBLUR1D_TYPE color = float4(0.0, 0.0, 0.0, 0.0);
#ifndef BOXBLUR1D_KERNELSIZE
#define BOXBLUR1D_KERNELSIZE kernelSize
#endif
float f_kernelSize = float(BOXBLUR1D_KERNELSIZE);
float weight = 1. / f_kernelSize;
for (int i = 0; i < BOXBLUR1D_KERNELSIZE; i++) {
float x = -.5 * (f_kernelSize - 1.) + float(i);
color += BOXBLUR1D_SAMPLER_FNC(tex, st + offset * x ) * weight;
}
return color;
}
#endif
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