shaderlib: Implement gaussian_blur(); implements #39
This commit is contained in:
parent
85d33d5d77
commit
d08329c750
3 changed files with 42 additions and 2 deletions
8
examples/blur.gdshader
Normal file
8
examples/blur.gdshader
Normal file
|
@ -0,0 +1,8 @@
|
|||
shader_type canvas_item;
|
||||
|
||||
//!load ./images/swamp.jpg
|
||||
#include "res://shaderlib/blur.gdshaderinc"
|
||||
|
||||
void fragment() {
|
||||
COLOR = gaussian_blur(TEXTURE, UV, 48, 24.0);
|
||||
}
|
30
shaderlib/blur.gdshaderinc
Normal file
30
shaderlib/blur.gdshaderinc
Normal file
|
@ -0,0 +1,30 @@
|
|||
|
||||
// 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;
|
||||
}
|
|
@ -133,14 +133,16 @@ var shaderlib_regex = {
|
|||
"transform": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/transform\.gdshaderinc\"'),
|
||||
"transparency": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/transparency\.gdshaderinc\"'),
|
||||
"effects": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/effects\.gdshaderinc\"'),
|
||||
"denoise": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/denoise\.gdshaderinc\"')
|
||||
"denoise": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/denoise\.gdshaderinc\"'),
|
||||
"blur": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/blur\.gdshaderinc\"'),
|
||||
}
|
||||
const shaderlib_functions = {
|
||||
"colorspaces": ["rgb2hsv", "hsv2rgb"],
|
||||
"transform": ["place_texture"],
|
||||
"transparency": ["alpha_blend"],
|
||||
"effects": ["pixelate"],
|
||||
"denoise": ["smart_denoise"]
|
||||
"denoise": ["smart_denoise"],
|
||||
"blur": ["gaussian_blur"],
|
||||
}
|
||||
#
|
||||
# configure Highlighter
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue