Created
December 1, 2017 11:33
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gaussian blur
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#define pow2(x) (x * x) | |
const float pi = atan(1.0) * 4.0; | |
const int samples = 25; | |
float gaussian(vec2 i, float sigma) { | |
return 1.0 / (2.0 * pi * pow2(sigma)) * exp(-((pow2(i.x) + pow2(i.y)) / (2.0 * pow2(sigma)))); | |
} | |
vec3 blur(sampler2D sp, vec2 uv, vec2 scale) { | |
vec3 col = vec3(0.0); | |
float accum = 0.0; | |
float weight; | |
vec2 offset; | |
float sigma = float(samples) * ((iMouse.x/iResolution.x) * 0.28); | |
for (int x = -samples / 2; x < samples / 2; ++x) { | |
for (int y = -samples / 2; y < samples / 2; ++y) { | |
offset = vec2(x, y); | |
weight = gaussian(offset, sigma); | |
col += texture(sp, uv + scale * offset).rgb * weight; | |
accum += weight; | |
} | |
} | |
return col / accum; | |
} | |
void mainImage(out vec4 color, vec2 coord) { | |
vec2 ps = vec2(1.0) / iResolution.xy; | |
vec2 uv = coord * ps; | |
color.rgb = blur(iChannel0, uv, ps); | |
color.a = 1.0; | |
} |
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