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gauss.glsl
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/**
* Copyright (c) 2011, Alberto Franco
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Alberto Franco nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ALBERTO FRANCO BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* --------------------------------------------------------------------------------
* First step of the algorithm: gauss blurring
* @author Alberto Franco
* @file gauss.glsl
*/
#version 120
uniform sampler2D texture; ///< The texture to process
uniform float width;
uniform float height;
const float texWidth = 1.0 / 640.0; ///< one over texture width
const float texHeight = 1.0 / 480.0; ///< one over texture height
/// A const to avoid lots of division
const float oneOverLot = 1.0 / 159.0;
const float oneOverThree = 1.0 / 3.0;
const int windowSize = 2;
/// Convert the color to gray scale
float toGrayScale(vec4 color) {
return (color.x + color.y + color.z) * oneOverThree;
}
/// Calculate the gaussian blur at given coords
float gaussBlur(vec2 coords) {
float gaussFilter[25];
gaussFilter[0] = 2.0; gaussFilter[1] = 4.0;
gaussFilter[2] = 5.0, gaussFilter[3] = 4.0;
gaussFilter[4] = 2.0;
gaussFilter[5] = 4.0; gaussFilter[6] = 9.0;
gaussFilter[7] = 12.0, gaussFilter[8] = 9.0;
gaussFilter[9] = 4.0;
gaussFilter[10] = 5.0; gaussFilter[11] = 12.0;
gaussFilter[12] = 15.0, gaussFilter[13] = 12.0;
gaussFilter[14] = 5.0;
gaussFilter[15] = 4.0; gaussFilter[16] = 9.0;
gaussFilter[17] = 12.0, gaussFilter[18] = 9.0;
gaussFilter[19] = 4.0;
gaussFilter[20] = 2.0; gaussFilter[21] = 4.0;
gaussFilter[22] = 5.0, gaussFilter[23] = 4.0;
gaussFilter[24] = 2.0;
int offset = 0, x, y;
float color = 0.0;
vec4 auxColor;
/// Loop through the window and calculate the convolution
for (y = -windowSize; y <= windowSize; y++) {
for (x = -windowSize; x <= windowSize; x++) {
auxColor = texture2D(texture, coords + vec2(x * texWidth, y * texHeight));
color += toGrayScale(auxColor) * gaussFilter[offset] * oneOverLot;
offset += 1;
}
}
return color;
}
/// Main function for shader
void main() {
float mid = gaussBlur(gl_TexCoord[0].st);
gl_FragColor = vec4(mid, mid, mid, 1.0);
}