CocosCreator-Shader-Effect-.../assets/effects/sprite-gaussian-blur.effect

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 高斯模糊
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
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# # 标准方差值
# stDev: {
# value: 0.84089642,
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# inspector: {
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# tooltip: "标准方差值"
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# }
# }
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# 纹理尺寸
textureSize: {
value: [100.0, 100.0],
inspector: {
tooltip: "纹理尺寸px宽 x 高)"
}
}
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}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
#include <alpha-test>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
#if ENABLE_GAUSSIAN_BLUR
// 定义无理数
#define e 2.718281828459045
// 定义标准方差值
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#define stDev 0.84089642
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// #define stDev 1.5
// #define stDev 5.0
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// #define stDev 10.0
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// 定义π
#define pi 3.141592653589793
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// 接收外部变量
uniform GaussianBlur {
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// 纹理尺寸(宽 x 高px
vec2 textureSize;
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// // 标准方差值
// float stDev;
}
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/**
* 获取权重(对应二维高斯函数公式)
*/
float getWeight(float x, float y) {
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return (1.0 / (2.0 * pi * pow(stDev, 2.0))) * pow(1.0 / e, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(stDev, 2.0)));
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}
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/**
* 获取权重的加权平均值
*/
float getAverageWeight(float x, float y, float totalWeight) {
return getWeight(x, y) / totalWeight;
}
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#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= texture(texture, v_uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif
#endif
o *= v_color;
ALPHA_TEST(o);
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gl_FragColor = o;
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#if ENABLE_GAUSSIAN_BLUR
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const float size = floor(stDev * 6.0 + 1.0);
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const float halfSize = floor(size / 2.0);
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// 步骤一:计算所有权重的和
// // v1遍历所有点每个点都计算权重
// float totalWeight = 0.0;
// for(float x = -halfSize; x<= halfSize; x++) {
// for (float y = -halfSize; y<= halfSize; y++) {
// totalWeight += getWeight(x, y);
// }
// }
// v2因为分布是对称的所以只计算原点、X轴正方向、Y轴正方向、第一象限的权重即可相比起v1版本减少很多循环计算
// 原点
float totalWeight = getWeight(0.0, 0.0);
// X轴正方向上的权重 * 2.0 就是整个X轴上的权重
for(float x = 1.0; x <= halfSize; x++) {
totalWeight += getWeight(x, 0.0) * 2.0;
}
// Y轴正方向上的权重 * 2.0 就是整个Y轴上的权重
for(float y = 1.0; y <= halfSize; y++) {
totalWeight += getWeight(0.0, y) * 2.0;
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}
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// 第一象限的权重 * 4.0 就是4个象限的权重
for(float x = 1.0; x <= halfSize; x++) {
for (float y = 1.0; y<= halfSize; y++) {
totalWeight += getWeight(x, y) * 4.0;
}
}
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// 步骤二:加权平均值
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vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
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float divider = 0.01;
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float onePxWidth = 1.0 / textureSize.x;
float onePxHeight = 1.0 / textureSize.y;
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for(float x = -halfSize; x<= halfSize; x++) {
for (float y = -halfSize; y<= halfSize; y++) {
// 求出对应坐标的真正权重(对应权重矩阵)
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float weight = getAverageWeight(x, y, totalWeight);
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// 求出对应坐标像素颜色值的加权值
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// finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;
finalColor += texture(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;
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}
}
gl_FragColor = finalColor;
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#endif
}
}%