Sobel with Gaussian filter

This is a Sobel with Gaussian filter. It’s like a neon.

Shader code
/*
	ガウシアンフィルタとSobel シェーダー2 by あるる(きのもと 結衣)
	Sobel with Gaussian filter Shader2 by @arlez80

	MIT License
*/

shader_type canvas_item;
render_mode unshaded, blend_disabled;

uniform float alpha : hint_range( 0.0, 1.0 ) = 1.0;

vec3 gaussian5x5( sampler2D tex, vec2 uv, vec2 pix_size )
{
	vec3 p = vec3( 0.0, 0.0, 0.0 );
	float coef[25] = { 0.00390625, 0.015625, 0.0234375, 0.015625, 0.00390625, 0.015625, 0.0625, 0.09375, 0.0625, 0.015625, 0.0234375, 0.09375, 0.140625, 0.09375, 0.0234375, 0.015625, 0.0625, 0.09375, 0.0625, 0.015625, 0.00390625, 0.015625, 0.0234375, 0.015625, 0.00390625 };

	for( int y=-2; y<=2; y++ ) {
		for( int x=-2; x<=2; x ++ ) {
			p += ( texture( tex, uv + vec2( float( x ), float( y ) ) * pix_size ).rgb ) * coef[(y+2)*5 + (x+2)];
		}
	}

	return p;
}

void fragment( )
{
	vec3 pix[9];	// 3 x 3

	// ガウシアンフィルタ
	for( int y=0; y<3; y ++ ) {
		for( int x=0; x<3; x ++ ) {
			pix[y*3+x] = gaussian5x5( SCREEN_TEXTURE, SCREEN_UV + vec2( float( x-1 ), float( y-1 ) ) * SCREEN_PIXEL_SIZE, SCREEN_PIXEL_SIZE );
		}
	}

	// Sobelフィルタ
	vec3 sobel_src_x = (
		pix[0] * -1.0
	+	pix[3] * -2.0
	+	pix[6] * -1.0
	+	pix[2] * 1.0
	+	pix[5] * 2.0
	+	pix[8] * 1.0
	);
	vec3 sobel_src_y = (
		pix[0] * -1.0
	+	pix[1] * -2.0
	+	pix[2] * -1.0
	+	pix[6] * 1.0
	+	pix[7] * 2.0
	+	pix[8] * 1.0
	);
	vec3 sobel = sqrt( sobel_src_x * sobel_src_x + sobel_src_y * sobel_src_y );

	COLOR = vec4( sobel, alpha );
}
Tags
Gaussian, Neon, Post Effect, Sobel
The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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