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Gaussian blur node.
This commit is contained in:
parent
61c6ea476e
commit
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@ -563,242 +563,34 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#emboss.mmg
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#Creates highlights and shadows from an input heightmap
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#{
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# "connections": [
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# {
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# "from": "gen_inputs",
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# "from_port": 0,
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# "to": "buffer",
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# "to_port": 0
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# },
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# {
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# "from": "buffer",
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# "from_port": 0,
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# "to": "598",
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# "to_port": 0
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# },
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# {
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# "from": "598",
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# "from_port": 0,
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# "to": "gen_outputs",
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# "to_port": 0
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# }
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# ],
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# "nodes": [
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# {
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# "name": "buffer",
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# "node_position": {
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# "x": -65.493774,
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# "y": -609.5
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# },
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# "parameters": {
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# "lod": 0,
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# "size": 9
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# },
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# "seed_value": 10109,
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# "type": "buffer"
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# },
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# {
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# "name": "598",
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# "node_position": {
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# "x": -77.579605,
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# "y": -529.738281
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# },
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# "parameters": {
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# "amount": 5,
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# "angle": 0,
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# "size": 9,
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# "width": 1
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# },
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# "shader_model": {
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# "code": "",
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# "global": "",
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# "includes": [
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# ""
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# ],
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# "inputs": [
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# {
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# "default": "0.0",
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# "function": true,
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# "label": "",
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# "name": "in",
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# "type": "f"
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# }
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# ],
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# "instance": "float $(name)_fct(vec2 uv) {\n\tfloat pixels = max(1.0, $width);\n\tfloat e = 1.0/$size;\n\tfloat rv = 0.0;\n\tfor (float dx = -pixels; dx <= pixels; dx += 1.0) {\n\t\tfor (float dy = -pixels; dy <= pixels; dy += 1.0) {\n\t\t\tif (abs(dx) > 0.5 || abs(dy) > 0.5) {\n\t\t\t\trv += $in(uv+e*vec2(dx, dy))*cos(atan(dy, dx)-$angle*3.14159265359/180.0)/length(vec2(dx, dy));\n\t\t\t}\n\t\t}\n\t}\n\treturn $amount*rv/pixels+0.5;\n}",
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# "name": "Emboss",
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# "outputs": [
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# {
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# "f": "$(name)_fct($uv)",
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# "type": "f"
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# }
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# ],
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# "parameters": [
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# {
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# "default": 9,
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# "first": 6,
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# "label": "Size",
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# "last": 12,
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# "name": "size",
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# "type": "size"
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# },
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# {
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# "control": "None",
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# "default": 0,
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# "label": "Angle",
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# "max": 180,
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# "min": -180,
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# "name": "angle",
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# "step": 0.1,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 1,
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# "label": "Amount",
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# "max": 10,
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# "min": 0,
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# "name": "amount",
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# "step": 0.1,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 1,
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# "label": "Width",
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# "max": 5,
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# "min": 1,
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# "name": "width",
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# "step": 1,
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# "type": "float"
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# }
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# ]
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# },
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# "type": "shader"
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# },
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# {
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# "name": "gen_inputs",
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# "node_position": {
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# "x": -461.57959,
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# "y": -574.119141
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# },
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# "parameters": {
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#float $(name)_fct(vec2 uv) {
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# float pixels = max(1.0, $width);
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# float e = 1.0/$size;
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# float rv = 0.0;
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#
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# },
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# "ports": [
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# {
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# "group_size": 0,
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# "longdesc": "The input height map",
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# "name": "port0",
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# "shortdesc": "Input",
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# "type": "f"
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# for (float dx = -pixels; dx <= pixels; dx += 1.0) {
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# for (float dy = -pixels; dy <= pixels; dy += 1.0) {
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# if (abs(dx) > 0.5 || abs(dy) > 0.5) {
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# rv += $in(uv+e*vec2(dx, dy))*cos(atan(dy, dx)-$angle*3.14159265359/180.0)/length(vec2(dx, dy));
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# }
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# }
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# }
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# ],
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# "type": "ios"
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# },
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# {
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# "name": "gen_outputs",
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# "node_position": {
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# "x": 187.506226,
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# "y": -557.119141
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# },
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# "parameters": {
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#
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# },
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# "ports": [
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# {
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# "group_size": 0,
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# "longdesc": "The generated image",
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# "name": "port0",
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# "shortdesc": "Output",
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# "type": "f"
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# }
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# ],
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# "type": "ios"
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# },
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# {
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# "name": "gen_parameters",
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# "node_position": {
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# "x": -111.036682,
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# "y": -777.5
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# },
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# "parameters": {
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# "param0": 9,
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# "param1": 0,
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# "param2": 5,
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# "param3": 1
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# },
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# "type": "remote",
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# "widgets": [
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# {
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# "label": "Size",
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# "linked_widgets": [
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# {
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# "node": "buffer",
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# "widget": "size"
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# },
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# {
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# "node": "598",
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# "widget": "size"
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# }
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# ],
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# "longdesc": "The resolution of the input image",
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# "name": "param0",
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# "shortdesc": "Size",
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# "type": "linked_control"
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# },
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# {
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# "label": "Angle",
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# "linked_widgets": [
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# {
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# "node": "598",
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# "widget": "angle"
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# }
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# ],
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# "longdesc": "The angle of the simulated light",
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# "name": "param1",
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# "shortdesc": "Angle",
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# "type": "linked_control"
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# },
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# {
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# "label": "Amount",
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# "linked_widgets": [
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# {
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# "node": "598",
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# "widget": "amount"
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# }
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# ],
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# "longdesc": "The strength of the emboss effect",
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# "name": "param2",
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# "shortdesc": "Strength",
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# "type": "linked_control"
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# },
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# {
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# "label": "Width",
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# "linked_widgets": [
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# {
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# "node": "598",
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# "widget": "width"
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# }
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# ],
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# "longdesc": "The width (in pixels) of the area sampled for each pixel",
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# "name": "param3",
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# "shortdesc": "Width",
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# "type": "linked_control"
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# }
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# ]
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# }
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# ],
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# "parameters": {
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# "param0": 9,
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# "param1": 0,
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# "param2": 5,
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# "param3": 1
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# },
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# "shortdesc": "Emboss",
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# "type": "graph"
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# return $amount*rv/pixels+0.5;
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#}
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#Outputs:
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#Output - (float)
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#$(name)_fct($uv)
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#Inputs:
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#input, float, default 0
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#size, int (image size)
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#angle, float, min: -180, max: 180, default: 0, step: 0.1
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#amount, float, min: 0, max: 10, default: 1, step: 0.1
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#width, float, min: 1, max: 5, default: 1, step: 1
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#----------------------
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#invert.mmg
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#A filter that inverts the R, G, and B channels of its input while keeping the A channel unchanged
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game/addons/mat_maker_gd/nodes/filter/blur_gaussian.gd
Normal file
220
game/addons/mat_maker_gd/nodes/filter/blur_gaussian.gd
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tool
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extends MMNode
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var Filter = preload("res://addons/mat_maker_gd/nodes/common/filter.gd")
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export(Resource) var image : Resource
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export(Resource) var input : Resource
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export(Resource) var sigma : Resource
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export(int, "Both,X,Y") var direction : int = 0
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var size : int = 0
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func _init_properties():
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if !image:
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image = MMNodeUniversalProperty.new()
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image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !input:
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input = MMNodeUniversalProperty.new()
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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input.set_default_value(1)
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input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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input.slot_name = ">>> Input1 "
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if !sigma:
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sigma = MMNodeUniversalProperty.new()
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sigma.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
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sigma.set_default_value(50)
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sigma.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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sigma.slot_name = "Sigma"
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register_input_property(input)
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register_output_property(image)
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register_input_property(sigma)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_label_universal(input)
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mm_graph_node.add_slot_int_universal(sigma)
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mm_graph_node.add_slot_enum("get_direction", "set_direction", "Direction", [ "Both", "X", "Y" ])
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func _render(material) -> void:
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size = max(material.image_size.x, material.image_size.y)
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var img : Image = render_image(material)
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image.set_value(img)
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func render_image(material) -> Image:
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var img : Image = Image.new()
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img.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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img.lock()
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var w : float = img.get_width()
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var h : float = img.get_width()
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var pseed : float = randf() + randi()
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if direction == 0:
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for x in range(img.get_width()):
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for y in range(img.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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var col : Color = get_value_x(v, pseed)
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img.set_pixel(x, y, col)
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img.unlock()
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image.set_value(img)
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var image2 : Image = Image.new()
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image2.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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image2.lock()
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for x in range(img.get_width()):
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for y in range(img.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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var col : Color = get_value_y_img(v, pseed)
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image2.set_pixel(x, y, col)
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image2.unlock()
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return image2
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if direction == 1:
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for x in range(img.get_width()):
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for y in range(img.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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var col : Color = get_value_x(v, pseed)
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img.set_pixel(x, y, col)
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if direction == 2:
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for x in range(img.get_width()):
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for y in range(img.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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var col : Color = get_value_y(v, pseed)
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img.set_pixel(x, y, col)
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img.unlock()
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return img
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func get_value_x(uv : Vector2, pseed : int) -> Color:
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var sig_def : float = sigma.get_default_value(uv)
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var sig : float = sigma.get_value(uv)
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return gaussian_blur_x(uv, size, sig_def, sig)
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func get_value_y(uv : Vector2, pseed : int) -> Color:
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var sig_def : float = sigma.get_default_value(uv)
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var sig : float = sigma.get_value(uv)
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return gaussian_blur_y(uv, size, sig_def, sig)
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func get_value_y_img(uv : Vector2, pseed : int) -> Color:
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var sig_def : float = sigma.get_default_value(uv)
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var sig : float = sigma.get_value(uv)
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return gaussian_blur_y_img(uv, size, sig_def, sig)
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func get_direction() -> int:
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return direction
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func set_direction(val : int) -> void:
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direction = val
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set_dirty(true)
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#----------------------
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#gaussian_blur_x.mmg
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#vec4 $(name)_fct(vec2 uv) {
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# float e = 1.0 / $size;
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# vec4 rv = vec4(0.0);
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# float sum = 0.0;
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# float sigma = max(0.000001, $sigma * $amount(uv));
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#
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# for (float i = -50.0; i <= 50.0; i += 1.0) {
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# float coef = exp(-0.5 * (pow(i / sigma, 2.0))) / (6.28318530718 * sigma * sigma);
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# rv += $in(uv+vec2(i*e, 0.0))*coef;
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# sum += coef;
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# }
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#
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# return rv/sum;
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#}
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func gaussian_blur_x(uv : Vector2, psize : float, psigma : float, pamount : float) -> Color:
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var e : float = 1.0 / psize
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var rv : Color = Color()
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var sum : float = 0.0
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var sigma : float = max(0.000001, psigma * pamount)#pamount(uv))
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var i : float = -50
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while i <= 50: #for (float i = -50.0; i <= 50.0; i += 1.0) {
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var coef : float = exp(-0.5 * (pow(i / sigma, 2.0))) / (6.28318530718 * sigma * sigma)
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rv += input.get_value(uv + Vector2(i*e, 0.0)) * coef
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sum += coef
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i += 1
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return rv / sum;
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#----------------------
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#gaussian_blur_y.mmg
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#vec4 $(name)_fct(vec2 uv) {
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# float e = 1.0/$size;
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# vec4 rv = vec4(0.0);
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# float sum = 0.0;
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# float sigma = max(0.000001, $sigma*$amount(uv));
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# for (float i = -50.0; i <= 50.0; i += 1.0) {
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# float coef = exp(-0.5 * (pow(i / sigma, 2.0))) / (6.28318530718*sigma*sigma);
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# rv += $in(uv+vec2(0.0, i*e))*coef;
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# sum += coef;
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# }
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#
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# return rv/sum;
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#}
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func gaussian_blur_y(uv : Vector2, psize : float, psigma : float, pamount : float) -> Color:
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var e : float = 1.0 / psize
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var rv : Color = Color()
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var sum : float = 0.0
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var sigma : float = max(0.000001, psigma * pamount)#pamount(uv))
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var i : float = -50
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while i <= 50: #for (float i = -50.0; i <= 50.0; i += 1.0) {
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var coef : float = exp(-0.5 * (pow(i / sigma, 2.0))) / (6.28318530718 * sigma * sigma)
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rv += input.get_value(uv + Vector2(0.0, i * e)) * coef
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sum += coef
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i += 1
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return rv / sum;
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func gaussian_blur_y_img(uv : Vector2, psize : float, psigma : float, pamount : float) -> Color:
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var e : float = 1.0 / psize
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var rv : Color = Color()
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var sum : float = 0.0
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var sigma : float = max(0.000001, psigma * pamount)#pamount(uv))
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var i : float = -50
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while i <= 50: #for (float i = -50.0; i <= 50.0; i += 1.0) {
|
||||
var coef : float = exp(-0.5 * (pow(i / sigma, 2.0))) / (6.28318530718 * sigma * sigma)
|
||||
rv += image.get_value(uv + Vector2(0.0, i * e)) * coef
|
||||
sum += coef
|
||||
|
||||
i += 1
|
||||
|
||||
return rv / sum;
|
Loading…
Reference in New Issue
Block a user