Made accidental shader that looks like wat ppl with glasses see without glasses
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@@ -1,64 +1,124 @@
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#version 150
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// Minecrafts eingebaute Variablen für die Bildschirmgröße
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uniform float viewWidth;
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uniform float viewHeight;
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uniform sampler2D colortex0;
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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ivec2 pixelSizeInt = textureSize(colortex0, 0);
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vec2 pixelSizeFloat = vec2(pixelSizeInt);
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vec2 texelSize = vec2(1.0) / vec2(textureSize(colortex0, 0));
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// Exakte Pixelgröße berechnen
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vec2 texelSize = vec2(1.0 / viewWidth, 1.0 / viewHeight);
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// =========================================================================
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// QUADRANT 1: Oben-Rechts (Top-Right)
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// =========================================================================
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float lumaSum_tr = 0.0;
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float lumaSquaredSum_tr = 0.0;
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vec3 colorSum_tr = vec3(0.0);
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for (int i = 0; i <= 4; i++) {
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for (int j = 0; j <= 4; j++) {
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vec2 offset = vec2(float(i), float(j)) * texelSize;
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vec3 neighborColor = texture(colortex0, texCoord + offset).rgb;
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float luma = dot(neighborColor, vec3(0.299, 0.587, 0.114));
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// Following is made by Claude, that works (27.5.26)
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/*
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vec3 scene = texture(colortex0, texCoord).rgb;
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float gray = dot(scene, vec3(2.5000, 0.5000, 0.5000)); // Farbkontrolle (Auch genannt, luma weiter oben)
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fragColor = vec4(vec3(gray), 1.0);
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*/
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}
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squareBottomRight() {
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float lumaSum_br = 0.0;
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float lumaSquaredSum_br = 0.0;
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vec3 colorSum_br = vec3(0.0);
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vec3 mean_br = vec3(0.0);
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vec3 mean_luma_br = vec3(0.0);
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float variance_br = 0.0;
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for (int i = 0; i <= 2; i++) {
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for (int j = -2; j <= 0; j++) {
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vec2 offset_br = vec2(float(i), float(j)) * texelSize_br;
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vec3 neighborColor_br = texture(colortex0, texCoord + offset_br).rgb;
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float luma_br = dot(neighborColor_br, vec3(0.299, 0.587, 0.114)); // Basically dasselbe wie float gray weiter unten
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colorSum_br += neighborColor_br;
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lumaSum_br += luma_br;
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lumaSquaredSum_br += (luma_br * luma_br);
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colorSum_tr += neighborColor;
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lumaSum_tr += luma;
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lumaSquaredSum_tr += (luma * luma);
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}
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}
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mean_br = (colorSum_br / 9.0);
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mean_luma_br = (lumaSum_br / 9.0);
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variance_br = (lumaSquaredSum_br / 9.0 - (mean_luma_br * mean_luma_br));
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}
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vec3 mean_tr = colorSum_tr / 9.0;
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float mean_luma_tr = lumaSum_tr / 9.0;
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float variance_tr = (lumaSquaredSum_tr / 9.0) - (mean_luma_tr * mean_luma_tr);
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squareBottomLeft() {
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// =========================================================================
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// QUADRANT 2: Oben-Links (Top-Left)
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// =========================================================================
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float lumaSum_tl = 0.0;
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float lumaSquaredSum_tl = 0.0;
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vec3 colorSum_tl = vec3(0.0);
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for (int i = -4; i <= 0; i++) {
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for (int j = 0; j <= 4; j++) {
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vec2 offset = vec2(float(i), float(j)) * texelSize;
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vec3 neighborColor = texture(colortex0, texCoord + offset).rgb;
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float luma = dot(neighborColor, vec3(0.299, 0.587, 0.114));
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colorSum_tl += neighborColor;
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lumaSum_tl += luma;
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lumaSquaredSum_tl += (luma * luma);
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}
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}
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vec3 mean_tl = colorSum_tl / 9.0;
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float mean_luma_tl = lumaSum_tl / 9.0;
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float variance_tl = (lumaSquaredSum_tl / 9.0) - (mean_luma_tl * mean_luma_tl);
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// =========================================================================
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// QUADRANT 3: Unten-Links (Bottom-Left)
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// =========================================================================
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float lumaSum_bl = 0.0;
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float lumaSquaredSum_bl = 0.0;
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vec3 colorSum_bl = vec3(0.0);
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vec3 mean_bl = vec3(0.0);
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vec3 mean_luma_bl = vec3(0.0);
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float variance_bl = 0.0;
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for (int i = -2; i <= 0; i++) {
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for (int j = -2; j <= 0; j++) {
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vec2 offset_bl = vec2(float(i), float(j)) * texelSize_bl;
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vec3 neighborColor_bl = texture(colortex0, texCoord + offset_bl).rgb;
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float luma_bl = dot(neighborColor_bl, vec3(0.299, 0.587, 0.114)); // Basically dasselbe wie float gray weiter unten
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colorSum_bl += neighborColor_bl;
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lumaSum_bl += luma_bl;
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lumaSquaredSum_bl += (luma_bl * luma_bl);
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for (int i = -4; i <= 0; i++) {
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for (int j = -4; j <= 0; j++) {
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vec2 offset = vec2(float(i), float(j)) * texelSize;
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vec3 neighborColor = texture(colortex0, texCoord + offset).rgb;
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float luma = dot(neighborColor, vec3(0.299, 0.587, 0.114));
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colorSum_bl += neighborColor;
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lumaSum_bl += luma;
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lumaSquaredSum_bl += (luma * luma);
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}
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}
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mean_bl = (colorSum_bl / 9.0);
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mean_luma_bl = (lumaSum_bl / 9.0);
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variance_bl = (lumaSquaredSum_bl / 9.0 - (mean_luma_bl * mean_luma_bl));
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vec3 mean_bl = colorSum_bl / 9.0;
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float mean_luma_bl = lumaSum_bl / 9.0;
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float variance_bl = (lumaSquaredSum_bl / 9.0) - (mean_luma_bl * mean_luma_bl);
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// =========================================================================
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// QUADRANT 4: Unten-Rechts (Bottom-Right)
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// =========================================================================
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float lumaSum_br = 0.0;
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float lumaSquaredSum_br = 0.0;
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vec3 colorSum_br = vec3(0.0);
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for (int i = 0; i <= 4; i++) {
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for (int j = -4; j <= 0; j++) {
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vec2 offset = vec2(float(i), float(j)) * texelSize;
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vec3 neighborColor = texture(colortex0, texCoord + offset).rgb;
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float luma = dot(neighborColor, vec3(0.299, 0.587, 0.114));
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colorSum_br += neighborColor;
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lumaSum_br += luma;
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lumaSquaredSum_br += (luma * luma);
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}
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}
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vec3 mean_br = colorSum_br / 9.0;
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float mean_luma_br = lumaSum_br / 9.0;
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float variance_br = (lumaSquaredSum_br / 9.0) - (mean_luma_br * mean_luma_br);
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// =========================================================================
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// FINALE AUSWAHL: Den Quadranten mit der NIEDRIGSTEN Varianz finden
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// =========================================================================
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float minVariance = variance_tr;
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vec3 finalColor = mean_tr;
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if (variance_tl < minVariance) {
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minVariance = variance_tl;
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finalColor = mean_tl;
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}
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if (variance_bl < minVariance) {
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minVariance = variance_bl;
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finalColor = mean_bl;
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}
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if (variance_br < minVariance) {
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minVariance = variance_br;
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finalColor = mean_br;
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}
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// Farbe auf den Bildschirm bringen!
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fragColor = vec4(finalColor, 1.0);
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}
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