初步实现模糊

This commit is contained in:
caizhitao 2020-01-20 22:42:59 +08:00
parent c65106941e
commit 1c5012ab65
3 changed files with 40 additions and 8 deletions

View File

@ -79,6 +79,7 @@ CCProgram fs %{
// 定义标准方差值
#define stdDev 0.84089642
// #define stdDev 1.5
// 定义π
#define pi 3.141592653589793
@ -86,12 +87,25 @@ CCProgram fs %{
// // 接收外部变量
// uniform GaussianBlur {
// }
float getGaussianBlur()
/**
* 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)));
}
/**
* 获取权重的加权平均值
*/
float getAverageWeight(float x, float y, float totalWeight) {
return getWeight(x, y) / totalWeight;
}
// float matrix[4];
// float matrix[0] = 0.0;
#endif
void main () {
@ -108,8 +122,25 @@ CCProgram fs %{
ALPHA_TEST(o);
#if ENABLE_GAUSSIAN_BLUR
#endif
gl_FragColor = o;
#if ENABLE_GAUSSIAN_BLUR
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;
#endif
}
}%

View File

@ -5,11 +5,11 @@
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_GAUSSIAN_BLUR\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if ENABLE_GAUSSIAN_BLUR\n #endif\n gl_FragColor = o;\n}\n"
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_GAUSSIAN_BLUR\n\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n #if ENABLE_GAUSSIAN_BLUR\n const float size = ceil(0.84089642 * 6.0);\n float divider = 0.01; \n float totalWeight = 0.0; \n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n float weight = getAverageWeight(x, y, totalWeight);\n finalColor += texture2D(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}\n"
},
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_GAUSSIAN_BLUR\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if ENABLE_GAUSSIAN_BLUR\n #endif\n gl_FragColor = o;\n}\n"
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_GAUSSIAN_BLUR\n\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n #if ENABLE_GAUSSIAN_BLUR\n const float size = ceil(0.84089642 * 6.0);\n float divider = 0.01; \n float totalWeight = 0.0; \n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n float weight = getAverageWeight(x, y, totalWeight);\n finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}\n"
}
}
],

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@ -7,7 +7,8 @@
"__uuid__": "41f4d474-d707-45bb-af93-637573f92d54"
},
"_defines": {
"USE_TEXTURE": true
"USE_TEXTURE": true,
"ENABLE_GAUSSIAN_BLUR": true
},
"_props": {}
}