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https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
updated shader examples for android
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@@ -9,40 +9,32 @@ uniform vec2 texcoordOffset;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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#define KERNEL_SIZE 9
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// Gaussian kernel
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// 1 2 1
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// 2 4 2
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// 1 2 1
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float kernel[KERNEL_SIZE];
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vec2 offset[KERNEL_SIZE];
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void main(void) {
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int i = 0;
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vec4 sum = vec4(0.0);
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offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
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offset[1] = vec2(0.0, -texcoordOffset.t);
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offset[2] = vec2(texcoordOffset.s, -texcoordOffset.t);
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offset[3] = vec2(-texcoordOffset.s, 0.0);
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offset[4] = vec2(0.0, 0.0);
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offset[5] = vec2(texcoordOffset.s, 0.0);
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offset[6] = vec2(-texcoordOffset.s, texcoordOffset.t);
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offset[7] = vec2(0.0, texcoordOffset.t);
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offset[8] = vec2(texcoordOffset.s, texcoordOffset.t);
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kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
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kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
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kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
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for(i = 0; i < KERNEL_SIZE; i++) {
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vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
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sum += tmp * kernel[i];
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}
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// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
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// in this thread:
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// http://www.idevgames.com/forums/thread-3467.html
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vec2 tc0 = vertTexcoord.st + vec2(-texcoordOffset.s, -texcoordOffset.t);
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vec2 tc1 = vertTexcoord.st + vec2( 0.0, -texcoordOffset.t);
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vec2 tc2 = vertTexcoord.st + vec2(+texcoordOffset.s, -texcoordOffset.t);
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vec2 tc3 = vertTexcoord.st + vec2(-texcoordOffset.s, 0.0);
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vec2 tc4 = vertTexcoord.st + vec2( 0.0, 0.0);
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vec2 tc5 = vertTexcoord.st + vec2(+texcoordOffset.s, 0.0);
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vec2 tc6 = vertTexcoord.st + vec2(-texcoordOffset.s, +texcoordOffset.t);
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vec2 tc7 = vertTexcoord.st + vec2( 0.0, +texcoordOffset.t);
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vec2 tc8 = vertTexcoord.st + vec2(+texcoordOffset.s, +texcoordOffset.t);
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vec4 col0 = texture2D(textureSampler, tc0);
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vec4 col1 = texture2D(textureSampler, tc1);
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vec4 col2 = texture2D(textureSampler, tc2);
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vec4 col3 = texture2D(textureSampler, tc3);
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vec4 col4 = texture2D(textureSampler, tc4);
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vec4 col5 = texture2D(textureSampler, tc5);
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vec4 col6 = texture2D(textureSampler, tc6);
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vec4 col7 = texture2D(textureSampler, tc7);
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vec4 col8 = texture2D(textureSampler, tc8);
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vec4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 +
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2.0 * col3 + 4.0 * col4 + 2.0 * col4 +
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1.0 * col5 + 2.0 * col6 + 1.0 * col7) / 16.0;
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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}
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@@ -9,40 +9,30 @@ uniform vec2 texcoordOffset;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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#define KERNEL_SIZE 9
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// Edge detection kernel
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// -1 -1 -1
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// -1 +8 -1
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// -1 -1 -1
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float kernel[KERNEL_SIZE];
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vec2 offset[KERNEL_SIZE];
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void main(void) {
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int i = 0;
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vec4 sum = vec4(0.0);
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// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
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// in this thread:
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// http://www.idevgames.com/forums/thread-3467.html
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vec2 tc0 = vertTexcoord.st + vec2(-texcoordOffset.s, -texcoordOffset.t);
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vec2 tc1 = vertTexcoord.st + vec2( 0.0, -texcoordOffset.t);
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vec2 tc2 = vertTexcoord.st + vec2(+texcoordOffset.s, -texcoordOffset.t);
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vec2 tc3 = vertTexcoord.st + vec2(-texcoordOffset.s, 0.0);
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vec2 tc4 = vertTexcoord.st + vec2( 0.0, 0.0);
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vec2 tc5 = vertTexcoord.st + vec2(+texcoordOffset.s, 0.0);
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vec2 tc6 = vertTexcoord.st + vec2(-texcoordOffset.s, +texcoordOffset.t);
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vec2 tc7 = vertTexcoord.st + vec2( 0.0, +texcoordOffset.t);
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vec2 tc8 = vertTexcoord.st + vec2(+texcoordOffset.s, +texcoordOffset.t);
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vec4 col0 = texture2D(textureSampler, tc0);
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vec4 col1 = texture2D(textureSampler, tc1);
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vec4 col2 = texture2D(textureSampler, tc2);
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vec4 col3 = texture2D(textureSampler, tc3);
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vec4 col4 = texture2D(textureSampler, tc4);
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vec4 col5 = texture2D(textureSampler, tc5);
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vec4 col6 = texture2D(textureSampler, tc6);
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vec4 col7 = texture2D(textureSampler, tc7);
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vec4 col8 = texture2D(textureSampler, tc8);
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offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
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offset[1] = vec2(0.0, -texcoordOffset.t);
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offset[2] = vec2(texcoordOffset.s, -texcoordOffset.t);
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offset[3] = vec2(-texcoordOffset.s, 0.0);
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offset[4] = vec2(0.0, 0.0);
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offset[5] = vec2(texcoordOffset.s, 0.0);
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offset[6] = vec2(-texcoordOffset.s, texcoordOffset.t);
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offset[7] = vec2(0.0, texcoordOffset.t);
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offset[8] = vec2(texcoordOffset.s, texcoordOffset.t);
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kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
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kernel[3] = -1.0; kernel[4] = 8.0; kernel[5] = -1.0;
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kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
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for(i = 0; i < KERNEL_SIZE; i++) {
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vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
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sum += tmp * kernel[i];
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}
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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}
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@@ -9,40 +9,30 @@ uniform vec2 texcoordOffset;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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#define KERNEL_SIZE 9
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// Edge detection kernel
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// -1 -1 -1
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// -1 +8 -1
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// -1 -1 -1
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float kernel[KERNEL_SIZE];
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vec2 offset[KERNEL_SIZE];
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void main(void) {
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int i = 0;
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vec4 sum = vec4(0.0);
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// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
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// in this thread:
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// http://www.idevgames.com/forums/thread-3467.html
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vec2 tc0 = vertTexcoord.st + vec2(-texcoordOffset.s, -texcoordOffset.t);
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vec2 tc1 = vertTexcoord.st + vec2( 0.0, -texcoordOffset.t);
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vec2 tc2 = vertTexcoord.st + vec2(+texcoordOffset.s, -texcoordOffset.t);
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vec2 tc3 = vertTexcoord.st + vec2(-texcoordOffset.s, 0.0);
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vec2 tc4 = vertTexcoord.st + vec2( 0.0, 0.0);
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vec2 tc5 = vertTexcoord.st + vec2(+texcoordOffset.s, 0.0);
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vec2 tc6 = vertTexcoord.st + vec2(-texcoordOffset.s, +texcoordOffset.t);
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vec2 tc7 = vertTexcoord.st + vec2( 0.0, +texcoordOffset.t);
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vec2 tc8 = vertTexcoord.st + vec2(+texcoordOffset.s, +texcoordOffset.t);
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vec4 col0 = texture2D(textureSampler, tc0);
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vec4 col1 = texture2D(textureSampler, tc1);
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vec4 col2 = texture2D(textureSampler, tc2);
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vec4 col3 = texture2D(textureSampler, tc3);
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vec4 col4 = texture2D(textureSampler, tc4);
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vec4 col5 = texture2D(textureSampler, tc5);
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vec4 col6 = texture2D(textureSampler, tc6);
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vec4 col7 = texture2D(textureSampler, tc7);
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vec4 col8 = texture2D(textureSampler, tc8);
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offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
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offset[1] = vec2(0.0, -texcoordOffset.t);
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offset[2] = vec2(texcoordOffset.s, -texcoordOffset.t);
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offset[3] = vec2(-texcoordOffset.s, 0.0);
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offset[4] = vec2(0.0, 0.0);
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offset[5] = vec2(texcoordOffset.s, 0.0);
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offset[6] = vec2(-texcoordOffset.s, texcoordOffset.t);
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offset[7] = vec2(0.0, texcoordOffset.t);
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offset[8] = vec2(texcoordOffset.s, texcoordOffset.t);
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kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
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kernel[3] = -1.0; kernel[4] = 8.0; kernel[5] = -1.0;
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kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
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for(i = 0; i < KERNEL_SIZE; i++) {
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vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
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sum += tmp * kernel[i];
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}
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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}
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@@ -1,47 +0,0 @@
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// Separable-blur shader (works by applying two successive passes
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// in each direction of the image)
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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(200, 200, P2D);
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orientation(LANDSCAPE);
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blur = loadShader("blur.glsl");
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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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@@ -1,58 +0,0 @@
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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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uniform sampler2D textureSampler;
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// The inverse of the texture dimensions along X and Y
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uniform vec2 texcoordOffset;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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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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// Blur size divided by two (it is hard-coded because GLSL ES doesn't support
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// variable loop length).
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const float iter = 4.5;
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void main() {
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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(textureSampler, 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 <= iter; i++) {
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avgValue += texture2D(textureSampler, vertTexcoord.st - i * texcoordOffset *
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blurMultiplyVec) * incrementalGaussian.x;
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avgValue += texture2D(textureSampler, vertTexcoord.st + i * texcoordOffset *
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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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