/*{ "CREDIT": "by zoidberg", "ISFVSN": "2", "CATEGORIES": [ "Blur" ], "INPUTS": [ { "NAME": "inputImage", "TYPE": "image" }, { "NAME": "intensity", "TYPE": "float", "MIN": 0.0, "MAX": 20.0, "DEFAULT": 5.0 }, { "NAME": "blurAmount", "TYPE": "float", "MIN": 0.0, "MAX": 24.0, "DEFAULT": 10.0 }, { "NAME": "invert_map", "TYPE": "bool", "DEFAULT": 0.0 } ], "PASSES": [ { "TARGET": "halfSizeBaseRender", "WIDTH": "floor($WIDTH/2.0)", "HEIGHT": "floor($HEIGHT/2.0)", "DESCRIPTION": "Pass 0" }, { "TARGET": "quarterSizeBaseRender", "WIDTH": "floor($WIDTH/4.0)", "HEIGHT": "floor($HEIGHT/4.0)", "DESCRIPTION": "Pass 1" }, { "TARGET": "eighthSizeBaseRender", "WIDTH": "floor($WIDTH/8.0)", "HEIGHT": "floor($HEIGHT/8.0)", "DESCRIPTION": "Pass 2" }, { "TARGET": "quarterGaussA", "WIDTH": "floor($WIDTH/4.0)", "HEIGHT": "floor($HEIGHT/4.0)", "DESCRIPTION": "Pass 3" }, { "TARGET": "quarterGaussB", "WIDTH": "floor($WIDTH/4.0)", "HEIGHT": "floor($HEIGHT/4.0)", "DESCRIPTION": "Pass 4" }, { "TARGET": "fullGaussA", "DESCRIPTION": "Pass 5" }, { "TARGET": "fullGaussB", "DESCRIPTION": "Pass 6" } ] }*/ #if __VERSION__ <= 120 varying vec2 texOffsets[5]; varying vec2 left_coord; varying vec2 right_coord; varying vec2 above_coord; varying vec2 below_coord; varying vec2 lefta_coord; varying vec2 righta_coord; varying vec2 leftb_coord; varying vec2 rightb_coord; #else in vec2 texOffsets[5]; in vec2 left_coord; in vec2 right_coord; in vec2 above_coord; in vec2 below_coord; in vec2 lefta_coord; in vec2 righta_coord; in vec2 leftb_coord; in vec2 rightb_coord; #endif float gray(vec4 n) { return (n.r + n.g + n.b)/3.0; } void main() { int blurLevel = int(floor(blurAmount/6.0)); float blurLevelModulus = mod(blurAmount, 6.0); // first three passes are just copying the input image into the buffer at varying sizes if (PASSINDEX==0) { gl_FragColor = IMG_NORM_PIXEL(inputImage, isf_FragNormCoord); } else if (PASSINDEX==1) { gl_FragColor = IMG_NORM_PIXEL(halfSizeBaseRender, isf_FragNormCoord); } else if (PASSINDEX==2) { gl_FragColor = IMG_NORM_PIXEL(quarterSizeBaseRender, isf_FragNormCoord); } // start reading from the previous stage- each two passes completes a gaussian blur, then // we increase the resolution & blur (the lower-res blurred image from the previous pass) again... else if (PASSINDEX == 3) { vec4 sample0 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[0]); vec4 sample1 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[1]); vec4 sample2 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[2]); vec4 sample3 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[3]); vec4 sample4 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[4]); //gl_FragColor = vec4((sample0 + sample1 + sample2).rgb / (3.0), 1.0); gl_FragColor = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgba / (5.0)); } else if (PASSINDEX == 4) { vec4 sample0 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[0]); vec4 sample1 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[1]); vec4 sample2 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[2]); vec4 sample3 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[3]); vec4 sample4 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[4]); //gl_FragColor = vec4((sample0 + sample1 + sample2).rgb / (3.0), 1.0); gl_FragColor = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgba / (5.0)); } // ...writes into the full-size else if (PASSINDEX == 5) { vec4 sample0 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[0]); vec4 sample1 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[1]); vec4 sample2 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[2]); gl_FragColor = vec4((sample0 + sample1 + sample2).rgba / (3.0)); } else if (PASSINDEX == 6) { // this is the last pass- calculate the blurred image as i have in previous passes, then mix it in with the full-size input image using the blur amount so i get a smooth transition into the blur at low blur levels vec4 sample0 = IMG_NORM_PIXEL(fullGaussA,texOffsets[0]); vec4 sample1 = IMG_NORM_PIXEL(fullGaussA,texOffsets[1]); vec4 sample2 = IMG_NORM_PIXEL(fullGaussA,texOffsets[2]); vec4 blurredImg = vec4((sample0 + sample1 + sample2).rgba / (3.0)); vec4 origImg = IMG_NORM_PIXEL(inputImage,isf_FragNormCoord); vec4 colorL = IMG_NORM_PIXEL(inputImage, left_coord); vec4 colorR = IMG_NORM_PIXEL(inputImage, right_coord); vec4 colorA = IMG_NORM_PIXEL(inputImage, above_coord); vec4 colorB = IMG_NORM_PIXEL(inputImage, below_coord); vec4 colorLA = IMG_NORM_PIXEL(inputImage, lefta_coord); vec4 colorRA = IMG_NORM_PIXEL(inputImage, righta_coord); vec4 colorLB = IMG_NORM_PIXEL(inputImage, leftb_coord); vec4 colorRB = IMG_NORM_PIXEL(inputImage, rightb_coord); float gx = (-1.0 * gray(colorLA)) + (-2.0 * gray(colorL)) + (-1.0 * gray(colorLB)) + (1.0 * gray(colorRA)) + (2.0 * gray(colorR)) + (1.0 * gray(colorRB)); float gy = (1.0 * gray(colorLA)) + (2.0 * gray(colorA)) + (1.0 * gray(colorRA)) + (-1.0 * gray(colorRB)) + (-2.0 * gray(colorB)) + (-1.0 * gray(colorLB)); float edge = 0.0; edge = intensity * pow(gx*gx + gy*gy,0.5); if (invert_map) { edge = 1.0 - edge; } blurredImg = mix(blurredImg, origImg, edge); if (blurLevel == 0) gl_FragColor = mix(origImg, blurredImg, (blurLevelModulus/6.1)); else gl_FragColor = blurredImg; } }