125 lines
2.6 KiB
Plaintext
125 lines
2.6 KiB
Plaintext
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const float PI = 3.141592653589793;
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// --------------------------------------------------------------------
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// Gaussian-Blur
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// --------------------------------------------------------------------
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const float INV_PI = 0.3183098861837907;
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float gaussianSpaceWeight(in vec2 xy, in float sigma)
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{
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float twoSqSigma = 1.0 / (2.0 * sigma * sigma);
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return exp(-dot(xy,xy) * twoSqSigma) * twoSqSigma * INV_PI;
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}
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vec3 gaussianBlur(in vec2 uv, in sampler2D tex, in float sigma)
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{
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int radius = int(ceil(5.0 * sigma)*0.5);
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vec2 scale = 1.0 / vec2(textureSize(tex, 0));
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vec3 sum = vec3(0);
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for (int x = -radius; x <= radius; x++)
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for (int y = -radius; y <= radius; y++)
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{
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vec2 off = vec2(x, y) * scale;
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float w = gaussianSpaceWeight(vec2(x, y), sigma);
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vec3 col = texture(tex, uv + off).rgb * w;
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sum += col;
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}
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return sum;
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}
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// --------------------------------------------------------------------
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// Tent-Blur
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// --------------------------------------------------------------------
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float tentKernel(in vec2 xy, in float r)
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{
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return (1.0 - abs(xy.x/r)) * (1.0 - abs(xy.y/r)) / (r*r);
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}
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vec3 tentBlur(in vec2 uv, in sampler2D tex, in int r)
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{
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vec2 scale = 1.0 / vec2(textureSize(tex, 0));
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vec3 sum = vec3(0);
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for (int x = -r; x <= r; x++)
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for (int y = -r; y <= r; y++)
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{
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vec2 off = vec2(x, y) * scale;
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float w = tentKernel(vec2(x, y), float(r));
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vec3 col = texture(tex, uv + off).rgb * w;
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sum += col;
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}
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return sum;
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}
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// --------------------------------------------------------------------
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// Tent-Blur
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// --------------------------------------------------------------------
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vec3 boxBlur(in vec2 uv, in sampler2D tex, in int r)
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{
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vec2 scale = 1.0 / vec2(textureSize(tex, 0));
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vec3 sum = vec3(0);
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for (int x = -r; x <= r; x++)
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for (int y = -r; y <= r; y++)
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{
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vec2 off = vec2(x, y) * scale;
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vec3 col = texture(tex, uv + off).rgb;
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sum += col;
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}
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return sum / float((2*r+1)*(2*r+1));
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// Normalized pixel coordinates (from 0 to 1)
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vec2 uv = fragCoord/iResolution.xy;
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vec3 col;
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if (uv.x > 0.75)
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{
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col = gaussianBlur(uv, iChannel0, 4.0);
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}
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else if (uv.x > 0.5 && uv.x < 0.75)
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{
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col = tentBlur(uv, iChannel0, 8);
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}
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else if(uv.x > 0.25 && uv.x < 0.5)
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{
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col = boxBlur(uv, iChannel0, 4);
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}
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else
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{
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col = texture(iChannel0, uv).rgb;
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}
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float border = abs(sin(uv.x*PI*4.0));
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col *= step(0.03, border);
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// Output to screen
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fragColor = vec4(col,1.0);
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}
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