optimized blurs

This commit is contained in:
itsmattkc
2019-01-30 11:19:30 +11:00
parent 00944ba17e
commit 8f9a3f37e3
7 changed files with 69 additions and 47 deletions
+18 -14
View File
@@ -6,24 +6,28 @@ uniform float radius;
uniform vec2 resolution;
uniform bool horiz_blur;
uniform bool vert_blur;
uniform int iteration;
varying vec2 vTexCoord;
void main(void) {
float rad = ceil(radius);
float x_rad = (horiz_blur) ? rad : 0.5;
float y_rad = (vert_blur) ? rad : 0.5;
vec2 texCoord = gl_FragCoord.xy/resolution;
if (radius == 0.0 || (!horiz_blur && !vert_blur)) {
gl_FragColor = texture2D(image, texCoord);
} else {
float divider = 1.0;
if (horiz_blur) divider /= rad;
if (vert_blur) divider /= rad;
vec4 color = vec4(0.0);
for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider);
}
float divider = 1.0 / rad;
vec4 color = vec4(0.0);
bool radius_is_zero = (rad == 0.0);
if (iteration == 0 && horiz_blur && !radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y))/resolution)*(divider);
}
gl_FragColor = color;
} else if (iteration == 1 && vert_blur && !radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
color += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+x))/resolution)*(divider);
}
gl_FragColor = color;
} else {
gl_FragColor = texture2D(image, vTexCoord);
}
}
+1 -1
View File
@@ -9,5 +9,5 @@
<row name="Vertical">
<field type="bool" default="1" id="vert_blur"/>
</row>
<shader vert="common.vert" frag="boxblur.frag"/>
<shader vert="common.vert" frag="boxblur.frag" iterations="2"/>
</effect>
+26 -20
View File
@@ -4,13 +4,14 @@
uniform sampler2D image;
uniform float radius;
// uniform float radius;
uniform float sigma;
uniform vec2 resolution;
uniform bool horiz_blur;
uniform bool vert_blur;
uniform int iteration;
uniform bool opt;
varying vec2 vTexCoord;
float gaussian(float x, float sigma) {
return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0));
@@ -21,28 +22,33 @@ float gaussian2(float x, float y, float sigma) {
}
void main(void) {
if (radius == 0.0 || sigma == 0.0 || (!horiz_blur && !vert_blur)) {
gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
} else {
float rad = ceil(radius);
float x_rad = horiz_blur ? rad : 0.5;
float y_rad = vert_blur ? rad : 0.5;
float rad = ceil(sigma);
float sum = 0.0;
float sum = 0.0;
for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
sum += gaussian2(x, y, sigma);
}
vec4 color = vec4(0.0);
bool radius_is_zero = (rad == 0.0);
if (!radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
sum += gaussian2(x, 0.0, sigma);
}
}
vec4 color = vec4(0.0);
for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
float weight = (gaussian2(x, y, sigma)/sum);
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight);
}
if (iteration == 0 && horiz_blur && !radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
float weight = (gaussian2(x, 0.0, sigma)/sum);
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y))/resolution)*(weight);
}
gl_FragColor = color;
}
} else if (iteration == 1 && vert_blur && !radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
float weight = (gaussian2(0.0, x, sigma)/sum);
color += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+x))/resolution)*(weight);
}
gl_FragColor = color;
} else {
gl_FragColor = texture2D(image, vTexCoord);
}
}
+3 -6
View File
@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Gaussian Blur" category="Blur">
<row name="Radius">
<!-- <row name="Radius">
<field type="double" min="0" default="10" id="radius"/>
</row>
</row> -->
<row name="Sigma">
<field type="double" min="0" default="5.5" id="sigma"/>
</row>
@@ -12,8 +12,5 @@
<row name="Vertical">
<field type="bool" default="1" id="vert_blur"/>
</row>
<!-- <row name="Opt">
<field type="bool" default="0" id="opt"/>
</row> -->
<shader vert="common.vert" frag="gaussianblur.frag"/>
<shader vert="common.vert" frag="gaussianblur.frag" iterations="2"/>
</effect>