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// Adapted from:
// http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
/*
https://github.com/genekogan/Processing-Shader-Examples
TextureShaders/data/blur.glsl
*/
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_TEXTURE_SHADER
varying vec4 vertTexCoord;
uniform sampler2D texture;
uniform int blurSize;
uniform int horizontalPass; // 0 or 1 to indicate vertical or horizontal pass
uniform float sigma; // The sigma value for the gaussian function: higher value means more blur
// A good value for 9x9 is around 3 to 5
// A good value for 7x7 is around 2.5 to 4
// A good value for 5x5 is around 2 to 3.5
// ... play around with this based on what you need :)
//const vec2 texOffset = vec2(1.0, 1.0);
uniform vec2 texOffset;
const float PI = 3.14159265;
void main() {
vec2 p = vertTexCoord.st;
float numBlurPixelsPerSide = float(blurSize / 2);
// Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
vec3 incrementalGaussian;
incrementalGaussian.x = 1.0 / (sqrt(2.0 * PI) * sigma);
incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
vec4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
float coefficientSum = 0.0;
// Take the central sample first...
avgValue += texture2D(texture, p) * incrementalGaussian.x;
coefficientSum += incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
// Go through the remaining 8 vertical samples (4 on each side of the center)
for (float i = 1.0; i <= numBlurPixelsPerSide; i++) {
avgValue += texture2D(texture, p - i * texOffset) * incrementalGaussian.x;
avgValue += texture2D(texture, p + i * texOffset) * incrementalGaussian.x;
coefficientSum += 2.0 * incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
}
gl_FragColor = avgValue / coefficientSum;
}
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