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Shader test bench
Dilate Fast.fs
runnable fragment
Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.
Code
uniform sampler2D inputImage;
uniform float intensity;
uniform float radius;
precision mediump float;
/*{
"CATEGORIES": [
"Blur"
],
"CREDIT": "by VIDVOX",
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"DEFAULT": 0.25,
"MAX": 1,
"MIN": 0,
"NAME": "intensity",
"TYPE": "float"
},
{
"DEFAULT": 6,
"MAX": 15,
"MIN": 1,
"NAME": "radius",
"TYPE": "float"
}
],
"ISFVSN": "2",
"PASSES": [
{
"DESCRIPTION": "pass 0, 1x horiz sampling (3 wide total) to prevent data loss",
"HEIGHT": "floor($HEIGHT/2.0)",
"TARGET": "halfSize",
"WIDTH": "floor($WIDTH/2.0)"
},
{
"DESCRIPTION": "pass 1, vert sampling, use radius (size is being reduced, halve coords deltas when sampling)",
"HEIGHT": "floor($HEIGHT/4.0)",
"TARGET": "quarterSize",
"WIDTH": "floor($WIDTH/4.0)"
},
{
"DESCRIPTION": "pass 2, horiz sampling, use radius (size is being increased, use normal coords deltas)",
"HEIGHT": "floor($HEIGHT/2.0)",
"TARGET": "quarterSizePassB",
"WIDTH": "floor($WIDTH/2.0)"
},
{
"DESCRIPTION": "pass 3, last pass- samples the input image and the quarterSizePassB to generate the final image at the full original resolution"
}
]
}
*/
vec3 rgb2hsv(vec3 c);
void main()
{
// generally speaking, sample a bunch of pixels, for each sample convert color val to HSV, if luma is greater than max luma, that's the new color
vec2 tmpCoord;
float maxLuma;
vec4 maxLumaRGBColor = vec4(0.0);
vec4 sampleColorRGB;
vec4 sampleColorHSV;
vec2 pixelWidth = 1.0/u_resolution.xy;
float localBlurRadius;
bool vertFlag = false;
if (PASSINDEX != 3) {
// pass 0 and 2 are doing horizontal erosion
if (PASSINDEX==1)
vertFlag = true;
// the first pass should have a blur radius of 1.0 simply to prevent the loss of information while reducing resolution
if (PASSINDEX==0)
localBlurRadius = 1.0;
// other passes go by the blur radius!
else
localBlurRadius = float(int(radius));
// sample pixels as per the blur radius...
for (float i=0.; i<=localBlurRadius; ++i) {
if (PASSINDEX==0) {
tmpCoord = vec2(clamp((gl_FragCoord.xy / u_resolution.xy).x+(i*pixelWidth.x), 0., 1.), (gl_FragCoord.xy / u_resolution.xy).y);
sampleColorRGB = texture2D(inputImage, tmpCoord);
}
else if (PASSINDEX==1) {
tmpCoord = vec2((gl_FragCoord.xy / u_resolution.xy).x, clamp((gl_FragCoord.xy / u_resolution.xy).y+(i*pixelWidth.y/2.), 0., 1.));
sampleColorRGB = texture2D(halfSize, tmpCoord);
}
else if (PASSINDEX==2) {
tmpCoord = vec2(clamp((gl_FragCoord.xy / u_resolution.xy).x+(i*pixelWidth.x), 0., 1.), (gl_FragCoord.xy / u_resolution.xy).y);
sampleColorRGB = texture2D(quarterSize, tmpCoord);
}
// if this is the first sample for this fragment, don't bother comparing- just set the max luma stuff
if (i == 0.) {
maxLuma = rgb2hsv(sampleColorRGB.rgb).b;
maxLumaRGBColor = sampleColorRGB;
}
// else this isn't the first sample...
else {
// compare, determine if it's the max luma
sampleColorRGB = mix(maxLumaRGBColor, sampleColorRGB, 1.*intensity/i);
sampleColorHSV.rgb = rgb2hsv(sampleColorRGB.rgb);
if (sampleColorHSV.b < maxLuma) {
maxLuma = sampleColorHSV.b;
maxLumaRGBColor = sampleColorRGB;
}
// do another sample for the negative coordinate
if (PASSINDEX==0) {
tmpCoord = vec2(clamp((gl_FragCoord.xy / u_resolution.xy).x-(i*pixelWidth.x), 0., 1.), (gl_FragCoord.xy / u_resolution.xy).y);
sampleColorRGB = texture2D(inputImage, tmpCoord);
}
else if (PASSINDEX==1) {
tmpCoord = vec2((gl_FragCoord.xy / u_resolution.xy).x, clamp((gl_FragCoord.xy / u_resolution.xy).y-(i*pixelWidth.y/2.), 0., 1.));
sampleColorRGB = texture2D(halfSize, tmpCoord);
}
else if (PASSINDEX==2) {
tmpCoord = vec2(clamp((gl_FragCoord.xy / u_resolution.xy).x-(i*pixelWidth.x), 0., 1.), (gl_FragCoord.xy / u_resolution.xy).y);
sampleColorRGB = texture2D(quarterSize, tmpCoord);
}
sampleColorRGB = mix(maxLumaRGBColor, sampleColorRGB, 1.*intensity/i);
sampleColorHSV.rgb = rgb2hsv(sampleColorRGB.rgb);
if (sampleColorHSV.b < maxLuma) {
maxLuma = sampleColorHSV.b;
maxLumaRGBColor = sampleColorRGB;
}
}
}
gl_FragColor = maxLumaRGBColor;
}
// last pass
else if (PASSINDEX==3) {
vec4 origPixel = texture2D(inputImage, (gl_FragCoord.xy / u_resolution.xy));
vec4 erodedPixel = texture2D(quarterSizePassB, (gl_FragCoord.xy / u_resolution.xy));
vec4 finalPixel = min(origPixel,erodedPixel);
gl_FragColor = mix(origPixel,finalPixel, clamp(min(radius-1.0, intensity*10.0), 0., 1.));
}
}
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
//vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
//vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}