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 }
# # 灰化程度
# grayLevel: {
# value: 1.0,
# inspector: {
# tooltip: "灰化程度",
# range: [0.0, 1.0]
# }
# }
}%
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
#define stdDev 0.84089642
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// #define stdDev 1.5
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// 定义π
#define pi 3.141592653589793
// // 接收外部变量
// uniform GaussianBlur {
// }
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/**
* 获取权重(对应二维高斯函数公式)
*
* @param x
* @param y
*/
float getWeight(float x, float y) {
return (1.0 / (2.0 * pi * pow(stdDev, 2.0))) * pow(1.0 / e, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(stdDev, 2.0)));
}
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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 = ceil(stdDev * 6.0);
float divider = 0.01;
float totalWeight = 0.0;
for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {
for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {
totalWeight += getWeight(x, y);
}
}
vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {
for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {
float weight = getAverageWeight(x, y, totalWeight);
finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;
}
}
gl_FragColor = finalColor;
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#endif
}
}%