Initial Commit
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/**
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* Separate Blur Shader
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*
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* This blur shader works by applying two successive passes, one horizontal
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* and the other vertical.
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*
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* Press the mouse to switch between the custom and default shader.
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*/
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PShader blur;
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PGraphics src;
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PGraphics pass1, pass2;
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void setup() {
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size(640, 360, P2D);
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blur = loadShader("blur.glsl");
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blur.set("blurSize", 9);
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blur.set("sigma", 5.0f);
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src = createGraphics(width, height, P2D);
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pass1 = createGraphics(width, height, P2D);
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pass1.noSmooth();
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pass2 = createGraphics(width, height, P2D);
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pass2.noSmooth();
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}
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void draw() {
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src.beginDraw();
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src.background(0);
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src.fill(255);
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src.ellipse(width/2, height/2, 100, 100);
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src.endDraw();
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// Applying the blur shader along the vertical direction
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blur.set("horizontalPass", 0);
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pass1.beginDraw();
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pass1.shader(blur);
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pass1.image(src, 0, 0);
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pass1.endDraw();
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// Applying the blur shader along the horizontal direction
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blur.set("horizontalPass", 1);
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pass2.beginDraw();
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pass2.shader(blur);
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pass2.image(pass1, 0, 0);
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pass2.endDraw();
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image(pass2, 0, 0);
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}
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void keyPressed() {
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if (key == '9') {
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blur.set("blurSize", 9);
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blur.set("sigma", 5.0);
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} else if (key == '7') {
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blur.set("blurSize", 7);
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blur.set("sigma", 3.0);
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} else if (key == '5') {
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blur.set("blurSize", 5);
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blur.set("sigma", 2.0);
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} else if (key == '3') {
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blur.set("blurSize", 5);
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blur.set("sigma", 1.0);
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}
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}
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@@ -0,0 +1,59 @@
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// Adapted from:
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// http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define PROCESSING_TEXTURE_SHADER
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uniform sampler2D texture;
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// The inverse of the texture dimensions along X and Y
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uniform vec2 texOffset;
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varying vec4 vertColor;
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varying vec4 vertTexCoord;
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uniform int blurSize;
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uniform int horizontalPass; // 0 or 1 to indicate vertical or horizontal pass
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uniform float sigma; // The sigma value for the gaussian function: higher value means more blur
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// A good value for 9x9 is around 3 to 5
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// A good value for 7x7 is around 2.5 to 4
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// A good value for 5x5 is around 2 to 3.5
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// ... play around with this based on what you need :)
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const float pi = 3.14159265;
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void main() {
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float numBlurPixelsPerSide = float(blurSize / 2);
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vec2 blurMultiplyVec = 0 < horizontalPass ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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// Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
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vec3 incrementalGaussian;
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incrementalGaussian.x = 1.0 / (sqrt(2.0 * pi) * sigma);
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incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
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incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
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vec4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
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float coefficientSum = 0.0;
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// Take the central sample first...
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avgValue += texture2D(texture, vertTexCoord.st) * incrementalGaussian.x;
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coefficientSum += incrementalGaussian.x;
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incrementalGaussian.xy *= incrementalGaussian.yz;
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// Go through the remaining 8 vertical samples (4 on each side of the center)
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for (float i = 1.0; i <= numBlurPixelsPerSide; i++) {
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avgValue += texture2D(texture, vertTexCoord.st - i * texOffset *
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blurMultiplyVec) * incrementalGaussian.x;
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avgValue += texture2D(texture, vertTexCoord.st + i * texOffset *
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blurMultiplyVec) * incrementalGaussian.x;
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coefficientSum += 2.0 * incrementalGaussian.x;
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incrementalGaussian.xy *= incrementalGaussian.yz;
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}
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gl_FragColor = avgValue / coefficientSum;
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}
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