lygia
/v1.1.6
/filter
/noiseBlur
)white noise blur based on this shader https://www.shadertoy.com/view/XsVBDR
Dependencies:
lygia
/v1.1.6
/math
/const
.glsl
lygia
/v1.1.6
/sample
.glsl
lygia
/v1.1.6
/sample
/nearest
.glsl
lygia
/v1.1.6
/generative
/random
.glsl
Use:
noiseBlur(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel, <float> radius)
#ifndef NOISEBLUR_SAMPLES
#define NOISEBLUR_SAMPLES 4.0
#endif
#ifndef NOISEBLUR_TYPE
#define NOISEBLUR_TYPE vec4
#endif
#ifndef NOISEBLUR_SAMPLER_FNC
#define NOISEBLUR_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#ifndef NOISEBLUR_RANDOM23_FNC
#define NOISEBLUR_RANDOM23_FNC(UV) random2(UV)
#endif
#ifndef FNC_NOISEBLUR
#define FNC_NOISEBLUR
NOISEBLUR_TYPE noiseBlur(in SAMPLER_TYPE tex, in vec2 st, in vec2 pixel, float radius) {
float blurRadius = radius;
vec2 noiseOffset = st;
#ifdef NOISEBLUR_SECS
noiseOffset += 1337.0*fract(NOISEBLUR_SECS * 0.1);
#endif
NOISEBLUR_TYPE result = NOISEBLUR_TYPE(0.0);
for (float i = 0.0; i < NOISEBLUR_SAMPLES; ++i) {
#if defined(BLUENOISE_TEXTURE) && defined(BLUENOISE_TEXTURE_RESOLUTION)
vec2 noiseRand = sampleNearest(BLUENOISE_TEXTURE, noiseOffset.xy, BLUENOISE_TEXTURE_RESOLUTION).xy;
#else
vec2 noiseRand = NOISEBLUR_RANDOM23_FNC(vec3(noiseOffset.xy, i));
#endif
noiseOffset = noiseRand;
vec2 r = noiseRand;
r.x *= TAU;
#if defined(NOISEBLUR_GAUSSIAN_K)
// box-muller transform to get gaussian distributed sample points in the circle
vec2 cr = vec2(sin(r.x),cos(r.x))*sqrt(-NOISEBLUR_GAUSSIAN_K * log(r.y));
#else
// uniform sample the circle
vec2 cr = vec2(sin(r.x),cos(r.x))*sqrt(r.y);
#endif
NOISEBLUR_TYPE color = NOISEBLUR_SAMPLER_FNC(tex, st + cr * blurRadius * pixel );
// average the samples as we get em
// https://blog.demofox.org/2016/08/23/incremental-averaging/
result = mix(result, color, 1.0 / (i+1.0));
}
return result;
}
NOISEBLUR_TYPE noiseBlur(SAMPLER_TYPE tex, vec2 st, vec2 pixel) {
NOISEBLUR_TYPE rta = NOISEBLUR_TYPE(0.0);
float total = 0.0;
float offset = random(vec3(12.9898 + st.x, 78.233 + st.y, 151.7182));
for (float t = -NOISEBLUR_SAMPLES; t <= NOISEBLUR_SAMPLES; t++) {
float percent = (t / NOISEBLUR_SAMPLES) + offset - 0.5;
float weight = 1.0 - abs(percent);
NOISEBLUR_TYPE color = NOISEBLUR_SAMPLER_FNC(tex, st + pixel * percent);
rta += color * weight;
total += weight;
}
return rta / total;
}
#endif
Dependencies:
Use:
noiseBlur(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel, <float> radius)
#ifndef RANDOM_SCALE
#define RANDOM_SCALE float3(443.897, 441.423, .0973)
#endif
#ifndef RANDOM_SCALE_4
#define RANDOM_SCALE_4 float4(443.897, 441.423, .0973, 1.6334)
#endif
#ifndef NOISEBLUR_SAMPLES
#define NOISEBLUR_SAMPLES 4.0
#endif
#ifndef NOISEBLUR_TYPE
#define NOISEBLUR_TYPE float4
#endif
#ifndef NOISEBLUR_SAMPLER_FNC
#define NOISEBLUR_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#ifndef NOISEBLUR_RANDOM23_FNC
#define NOISEBLUR_RANDOM23_FNC(UV) random2(UV)
#endif
#ifndef FNC_NOISEBLUR
#define FNC_NOISEBLUR
NOISEBLUR_TYPE noiseBlur(in SAMPLER_TYPE tex, in float2 st, in float2 pixel, float radius) {
float blurRadius = radius;
float2 whiteNoiseUV = st;
NOISEBLUR_TYPE result = float4(0.0, 0.0, 0.0, 0.0);
for (float i = 0.0; i < NOISEBLUR_SAMPLES; ++i) {
float2 whiteNoiseRand = NOISEBLUR_RANDOM23_FNC( float3(whiteNoiseUV.xy, i) );
whiteNoiseUV = whiteNoiseRand;
float2 r = whiteNoiseRand;
r.x *= TAU;
#if defined(NOISEBLUR_GAUSSIAN_K)
// box-muller transform to get gaussian distributed sample points in the circle
float2 cr = float2(sin(r.x),cos(r.x))*sqrt(-NOISEBLUR_GAUSSIAN_K * log(r.y));
#else
// uniform sample the circle
float2 cr = float2(sin(r.x),cos(r.x))*sqrt(r.y);
#endif
NOISEBLUR_TYPE color = NOISEBLUR_SAMPLER_FNC(tex, st + cr * blurRadius * pixel );
// average the samples as we get em
// https://blog.demofox.org/2016/08/23/incremental-averaging/
result = lerp(result, color, 1.0 / (i+1.0));
}
return result;
}
NOISEBLUR_TYPE noiseBlur(SAMPLER_TYPE tex, float2 st, float2 pixel) {
NOISEBLUR_TYPE rta = float4(0.0, 0.0, 0.0, 0.0);
float total = 0.0;
float offset = random(float3(12.9898 + st.x, 78.233 + st.y, 151.7182));
for (float t = -NOISEBLUR_SAMPLES; t <= NOISEBLUR_SAMPLES; t++) {
float percent = (t / NOISEBLUR_SAMPLES) + offset - 0.5;
float weight = 1.0 - abs(percent);
NOISEBLUR_TYPE color = NOISEBLUR_SAMPLER_FNC(tex, st + pixel * percent);
rta += color * weight;
total += weight;
}
return rta / total;
}
#endif
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