Created
May 21, 2019 05:54
-
-
Save kunofellasleep/7389f12036a265eb2571a94953cca451 to your computer and use it in GitHub Desktop.
Gaussian Blur on Spark AR
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Created by @kunofellasleep on 2019/05/20. | |
//Modules | |
const Diagnostics = require('Diagnostics'); | |
const Materials = require('Materials'); | |
const Textures = require('Textures'); | |
const CameraInfo = require('CameraInfo'); | |
const Shaders = require('Shaders'); | |
const R = require('Reactive'); | |
//Assets | |
const blurMat = Materials.get('blurMat'); | |
const cameraTex = Textures.get('cameraTex'); | |
const cameraColor = cameraTex.signal; | |
const texcoords = Shaders.vertexAttribute({'variableName': Shaders.VertexAttribute.TEX_COORDS}); | |
//Can't create 5x5 due to Spark AR API limitations | |
const kernel = [ | |
[1, 2, 1], | |
[2, 4, 2], | |
[1, 2, 1] | |
]; | |
var blurColor = R.pack4(0,0,0,1); | |
var step = 6; | |
for (var x = 0; x < 3; x++) { | |
for (var y = 0; y < 3; y++) { | |
const offsetX = R.div((-1 + x * 1) * step, CameraInfo.previewSize.width); | |
const offsetY = R.div((-1 + y * 1) * step, CameraInfo.previewSize.height); | |
const movecoords = R.add(texcoords, R.pack2(offsetX,offsetY)); | |
var sampled = Shaders.textureSampler(cameraColor, movecoords); | |
sampled = R.mul(R.div(sampled, 16), kernel[x][y]); | |
blurColor = R.add(blurColor, sampled); | |
} | |
} | |
blurMat.setTexture(blurColor, {textureSlotName: "diffuseTexture"}); | |
For blurMat:
Canvas > Add Rectangle > Set Width & Height > Add a material > name it blurMat
For cameraTex
Right Click on Camera > on right side panel > click on add sign (texture extraction ->Texture) > name it as cameraTex
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Thank you very much for this. I have a question. Where do I get the blurMat material and the cameraTex texture from? I am a bit confused on that part. I want ot be able to blur the face of the use so the plane in front of it has the face and I can animate it without having duplicate faces. Thank you.