shaderlib: Implement gaussian_blur(); implements #39

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ChaoticByte 2025-01-11 15:59:58 +01:00
parent 85d33d5d77
commit d08329c750
Signed by: ChaoticByte
SSH key fingerprint: SHA256:6v88GlRHW+S4NVmM00ZxofEJlnDdK8LI1EcfR8jrgDs
3 changed files with 42 additions and 2 deletions

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// gaussian_blur adapted from https://godotshaders.com/shader/customizable-gausian-blur/
// original code by https://godotshaders.com/author/djbob-gaming-yt/
// maximum radius is 64
vec4 gaussian_blur(sampler2D texture, vec2 uv, int radius, float sigma) {
vec2 resolution = 1.0 / vec2(textureSize(texture, 0));
// calculate kernel
float kernel[64];
float sum = 0.0;
for (int i = 0; i <= radius; i++) {
kernel[i] = exp(-0.5 * float(i * i) / (sigma * sigma));
sum += i == 0 ? kernel[i] : 2.0 * kernel[i];
}
for (int i = 0; i <= radius; i++) {
kernel[i] /= sum;
}
//
vec4 final_color = vec4(0.0);
float total_weight = 0.0;
for (int x = -radius; x <= radius; x++) {
for (int y = -radius; y <= radius; y++) {
float weight = kernel[abs(x)] * kernel[abs(y)];
vec2 offset = vec2(float(x), float(y)) * resolution;
final_color += texture(texture, uv + offset) * weight;
total_weight += weight;
}
}
final_color /= total_weight;
return final_color;
}