fuckingtech/public/assets/glsl/lygia/morphological/erosion.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

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1.4 KiB
GLSL

#include "../sampler.glsl"
#include "../math/saturate.glsl"
#include "../math/sum.glsl"
/*
contributors: nan
description: |
morphological erosion operation. Based on:
https://lettier.github.io/3d-game-shaders-for-beginners/dilation.html
https://www.shadertoy.com/view/WsyXWc
use: erode(<SAMPLER_TYPE> texture, <float2> st, <float2> pixels_scale, <int> passes)
options:
- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
- EROSION_TYPE
- EROSION_SAMPLE_FNC(TEX, UV)
*/
#ifndef EROSION_TYPE
#define EROSION_TYPE float
#endif
#ifndef EROSION_SAMPLE_FNC
#define EROSION_SAMPLE_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).x
#endif
#ifndef FNC_EROSION
#define FNC_EROSION
EROSION_TYPE erosion(SAMPLER_TYPE tex, vec2 st, vec2 pixel, int radius) {
float invKR = 1.0 / float(radius);
EROSION_TYPE acc = EROSION_TYPE(1.0);
float w = 0.0;
for(int i = -radius; i <= radius; ++i)
for(int j = -radius; j <= radius; ++j) {
vec2 rxy = vec2(ivec2(i, j));
vec2 kst = rxy * invKR;
vec2 texOffset = st + rxy * pixel;
float kernel = saturate(1.0 - dot(kst, kst));
EROSION_TYPE t = EROSION_SAMPLE_FNC(tex, texOffset);
EROSION_TYPE v = t - kernel;
if (sum(v) < sum(acc)) {
acc = v;
w = kernel;
}
}
return acc + w;
}
#endif