Added BlurFilter and EdgeFilter examples

This commit is contained in:
codeanticode
2012-07-20 17:40:33 +00:00
parent 6aab3afd58
commit 92cdd9221f
4 changed files with 129 additions and 0 deletions
@@ -0,0 +1,32 @@
PShader blur;
boolean applyFilter = true;
void setup() {
size(400, 400, P3D);
blur = (PShader)loadShader("blur.glsl");
noStroke();
}
void draw() {
background(0);
lights();
translate(width/2, height/2);
pushMatrix();
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.01);
box(100);
popMatrix();
if (applyFilter) filter(blur);
// The sphere doesn't have blur applied on it
// because it is drawn after filter() is called.
rotateY(frameCount * 0.02);
translate(150, 0);
sphere(40);
}
void mousePressed() {
applyFilter = !applyFilter;
}
@@ -0,0 +1,43 @@
uniform sampler2D textureSampler;
uniform vec2 texcoordOffset;
varying vec4 vertColor;
varying vec4 vertTexcoord;
#define KERNEL_SIZE 9
// Gaussian kernel
// 1 2 1
// 2 4 2
// 1 2 1
float kernel[KERNEL_SIZE];
vec2 offset[KERNEL_SIZE];
void main(void) {
int i = 0;
vec4 sum = vec4(0.0);
offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
offset[1] = vec2(0.0, -texcoordOffset.t);
offset[2] = vec2(texcoordOffset.s, -texcoordOffset.t);
offset[3] = vec2(-texcoordOffset.s, 0.0);
offset[4] = vec2(0.0, 0.0);
offset[5] = vec2(texcoordOffset.s, 0.0);
offset[6] = vec2(-texcoordOffset.s, texcoordOffset.t);
offset[7] = vec2(0.0, texcoordOffset.t);
offset[8] = vec2(texcoordOffset.s, texcoordOffset.t);
kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
for(i = 0; i < KERNEL_SIZE; i++) {
vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
sum += tmp * kernel[i];
}
gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
}
@@ -0,0 +1,11 @@
PShader edges;
void setup() {
size(400, 400, P2D);
edges = (PShader)loadShader("edges.glsl");
}
void draw() {
rect(mouseX, mouseY, 50, 50);
filter(edges);
}
@@ -0,0 +1,43 @@
uniform sampler2D textureSampler;
uniform vec2 texcoordOffset;
varying vec4 vertColor;
varying vec4 vertTexcoord;
#define KERNEL_SIZE 9
// Edge detection kernel
// -1 -1 -1
// -1 +8 -1
// -1 -1 -1
float kernel[KERNEL_SIZE];
vec2 offset[KERNEL_SIZE];
void main(void) {
int i = 0;
vec4 sum = vec4(0.0);
offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
offset[1] = vec2(0.0, -texcoordOffset.t);
offset[2] = vec2(texcoordOffset.s, -texcoordOffset.t);
offset[3] = vec2(-texcoordOffset.s, 0.0);
offset[4] = vec2(0.0, 0.0);
offset[5] = vec2(texcoordOffset.s, 0.0);
offset[6] = vec2(-texcoordOffset.s, texcoordOffset.t);
offset[7] = vec2(0.0, texcoordOffset.t);
offset[8] = vec2(texcoordOffset.s, texcoordOffset.t);
kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
kernel[3] = -1.0; kernel[4] = 8.0; kernel[5] = -1.0;
kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
for(i = 0; i < KERNEL_SIZE; i++) {
vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
sum += tmp * kernel[i];
}
gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
}