Add convolution filter node #523
bluesillybeard
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Feedback & Feature Requests
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I need to move on with my project, so I created a plugin with a GLSL function that does what I want:
The input kernel texture is mapped to allow for negative values like so: It is worth noting that the edges of the output are not accounted for, and from what I can tell texelFetch just returns all zeros when asked for a pixel outside of the texture. |
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I was messing around with blur filters, then I had an idea: make a custom blur filter. A common way to do that is to use a convolution filter, but when I looked there is no convolution filter node!
The reason being, I am creating my own outline system and part of that requires blurring the output of a line detector with something like a boca blur to achieve a particular shape and size.
Node inputs:
convolution: Sampler2D (Or vec4[][]) (Or vec4[] and width/height)
texture: Sampler2D
UV: vec2
normalize: bool (if true, the output is normalized based on the sum of the convolution kernel's values)
Node output:
vec4 result
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