Files
oak-editor/effects/shaders/gaussianblur.frag
T

47 lines
1.3 KiB
GLSL

#define M_PI 3.1415926535897932384626433832795
uniform float sigma;
uniform vec2 resolution;
uniform bool horiz_blur;
uniform bool vert_blur;
uniform int iteration;
float gaussian(float x, float sigma) {
return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0));
}
float gaussian2(float x, float y, float sigma) {
return (1.0/(pow(sigma, 2.0)*2.0*M_PI))*exp(-0.5*((pow(x, 2.0) + pow(y, 2.0))/pow(sigma, 2.0)));
}
vec4 process(vec4 col) {
float rad = ceil(3.0 * sigma);
float sum = 0.0;
vec4 color = vec4(0.0);
bool radius_is_zero = (rad == 0.0 || sigma == 0.0);
if (!radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
sum += gaussian2(x, 0.0, sigma);
}
}
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(texture, vec2(gl_FragCoord.x+x, gl_FragCoord.y)/resolution)*(weight);
}
return 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(texture, vec2(gl_FragCoord.x, gl_FragCoord.y+x)/resolution)*(weight);
}
return color;
} else {
return col;
}
}