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[Impeller] Move gaussian functions into the shader library #37037
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,35 @@ | ||
| // Copyright 2013 The Flutter Authors. All rights reserved. | ||
| // Use of this source code is governed by a BSD-style license that can be | ||
| // found in the LICENSE file. | ||
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| #ifndef GAUSSIAN_GLSL_ | ||
| #define GAUSSIAN_GLSL_ | ||
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| #include <impeller/constants.glsl> | ||
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| float IPGaussian(float x, float sigma) { | ||
| float variance = sigma * sigma; | ||
| return exp(-0.5 * x * x / variance) / (kSqrtTwoPi * sigma); | ||
| } | ||
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| /// Abramowitz and Stegun erf approximation. | ||
| float IPErf(float x) { | ||
| float a = abs(x); | ||
| // 0.278393*x + 0.230389*x^2 + 0.078108*x^4 + 1 | ||
| float b = (0.278393 + (0.230389 + 0.078108 * a * a) * a) * a + 1.0; | ||
| return sign(x) * (1 - 1 / (b * b * b * b)); | ||
| } | ||
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| vec2 IPVec2Erf(vec2 x) { | ||
| return vec2(IPErf(x.x), IPErf(x.y)); | ||
| } | ||
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| /// Indefinite integral of the Gaussian function (with constant range 0->1). | ||
| float IPGaussianIntegral(float x, float sigma) { | ||
| // ( 1 + erf( x * (sqrt(2) / (2 * sigma) ) ) / 2 | ||
| // Because this sigmoid is always > 1, we remap it (n * 1.07 - 0.07) | ||
| // so that it always fades to zero before it reaches the blur radius. | ||
| return 0.535 * IPErf(x * (kHalfSqrtTwo / sigma)) + 0.465; | ||
| } | ||
|
|
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| #endif | ||
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What's the meaning of the
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It's the C style namespacing of shader library functions.