Edge Preserving Smooth
Applies an edge-preserving filter to the input texture, emphasizing edges while smoothing other areas.
Parameters
texture
Texture: The input texture to be filtered. Default: undefined
uTextureSize
Vec2: The size of the texture used for sampling neighboring pixels. Default: (0.0, 0.0)
threshold
Float: The threshold value that determines whether to preserve the original pixel color or use the local average. Default: 0.0
Example
let layer,
bird,
edgePreservingSmooth;
function preload() {
edgePreservingSmooth = createShader(fip.defaultVert, fip.edgePreservingSmooth); // Load the shader
bird = loadImage("bird.jpg");
}
function setup() {
createCanvas(600, 600, WEBGL); // Use WEBGL mode to use the shader
layer = createFramebuffer(); // Create a framebuffer to draw the image onto
}
function draw() {
background(0);
// Draw an image to a framebuffer
layer.begin();
clear();
scale(1, -1); // Flip the Y-axis to match the canvas (different coordinate system in framebuffer)
image(bird, -width / 2, -height / 2, width, height);
layer.end();
// Apply the shader
shader(edgePreservingSmooth);
// Set the shader uniforms
edgePreservingSmooth.setUniform("texture", layer.color); // Set the texture to apply the shader to
edgePreservingSmooth.setUniform('uTextureSize', [width, height]); // Set the size of the texture used
edgePreservingSmooth.setUniform('threshold', 0.2);
rect(0, 0, width, height); // Draw a rectangle to apply the shader to
resetShader();
}