Grassy knoll
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/* blur1.gdshader
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This file is part of: SimpleGrassTextured
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Copyright (c) 2023 IcterusGames
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/
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shader_type canvas_item;
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uniform sampler2D normal_texture : hint_normal, filter_nearest, repeat_disable;
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void fragment() {
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vec2 pixel = 1.0 / vec2(textureSize(normal_texture, 0));
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float lvl = round(float(textureSize(normal_texture, 0).y) * 0.01);
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highp vec4 color = vec4(0.0);
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highp float total = 0.0;
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for(float x = -lvl * 2.0; x <= lvl * 2.0; x += 1.0) {
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float gauss = (1.0 / (sqrt(TAU * lvl * lvl))) * pow(E, -((x * x) / (2.0 * lvl * lvl)));
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color += texture(normal_texture, UV + vec2(0.0, x * pixel.x)) * gauss;
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total += gauss;
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}
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COLOR = color / total;
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}
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