horizontalBlurShader top-level property
Two pass Gaussian blur filter (horizontal and vertical blur shaders)
-
described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/ and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
-
9 samples per pass
-
standard deviation 2.7
-
"h" and "v" parameters should be set to "1 / width" and "1 / height"
Implementation
Map<String, dynamic> horizontalBlurShader = {
"uniforms": {
'tDiffuse': {},
'h': {"value": 1.0 / 512.0}
},
"vertexShader": [
'varying vec2 vUv;',
'void main() {',
' vUv = uv;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join('\n'),
"fragmentShader": [
'uniform sampler2D tDiffuse;',
'uniform float h;',
'varying vec2 vUv;',
'void main() {',
' vec4 sum = vec4( 0.0 );',
' sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;',
' sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;',
' sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;',
' sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;',
' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',
' sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;',
' sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;',
' sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;',
' sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;',
' gl_FragColor = sum;',
'}'
].join('\n')
};