【Defold】modelコンポーネント用「Blur」シェーダー
ぼかし。
目次
シェーダーコード
attribute highp vec4 position;
attribute mediump vec2 texcoord0;
attribute mediump vec3 normal;
uniform mediump mat4 mtx_worldview;
uniform mediump mat4 mtx_view;
uniform mediump mat4 mtx_proj;
uniform mediump mat4 mtx_normal;
varying highp vec4 var_position;
varying mediump vec3 var_normal;
varying mediump vec2 var_texcoord0;
void main()
{
vec4 p = mtx_worldview * vec4(position.xyz, 1.0);
var_position = p;
var_texcoord0 = texcoord0;
var_normal = normalize((mtx_normal * vec4(normal, 0.0)).xyz);
gl_Position = mtx_proj * p;
}
varying highp vec4 var_position;
varying mediump vec3 var_normal;
varying mediump vec2 var_texcoord0;
uniform lowp sampler2D tex0;
uniform lowp vec4 tint;
uniform lowp vec4 _BlurIntensity;
float Blur_G(float bhqp, float x)
{
return exp(-(x * x) / (2.0 * bhqp * bhqp));
}
vec4 Blur(vec2 uv, sampler2D source, float Intensity)
{
int iterations = 16;
int halfIterations = iterations / 2;
float sigmaX = 0.1 + Intensity * 0.5;
float sigmaY = sigmaX;
float total = 0.0;
vec4 ret = vec4(0, 0, 0, 0);
for (int iy = 0; iy < iterations; ++iy)
{
float fy = Blur_G(sigmaY, float(iy) -float(halfIterations));
float offsety = float(iy - halfIterations) * 0.00390625;
for (int ix = 0; ix < iterations; ++ix)
{
float fx = Blur_G(sigmaX, float(ix) - float(halfIterations));
float offsetx = float(ix - halfIterations) * 0.00390625;
total += fx * fy;
ret += texture2D(source, uv + vec2(offsetx, offsety)) * fx * fy;
}
}
return ret / total;
}
void main()
{
vec4 tint_pm = vec4(tint.xyz * tint.w, tint.w);
vec4 col = Blur(var_texcoord0.xy, tex0, _BlurIntensity.w) * tint_pm;
gl_FragColor = col;
}
マテリアルの設定はこちらです。
テスト用スクリプト
function init(self)
go.set(msg.url("#model"), "_BlurIntensity.w", 0.0)
go.animate(msg.url("#model"), "_BlurIntensity.w", go.PLAYBACK_LOOP_PINGPONG, 10.0, go.EASING_LINEAR, 2.0)
end