Getting maybe closer to kuwahara

This commit is contained in:
Cametendo
2026-06-01 10:39:33 +02:00
parent 2ce7ca661b
commit 560a638eb6

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@@ -30,9 +30,9 @@ void main() {
lumaSquaredSum_tr += (luma * luma); lumaSquaredSum_tr += (luma * luma);
} }
} }
vec3 mean_tr = colorSum_tr / 9.0; vec3 mean_tr = colorSum_tr / 25.0;
float mean_luma_tr = lumaSum_tr / 9.0; float mean_luma_tr = lumaSum_tr / 25.0;
float variance_tr = (lumaSquaredSum_tr / 9.0) - (mean_luma_tr * mean_luma_tr); float variance_tr = (lumaSquaredSum_tr / 25.0) - (mean_luma_tr * mean_luma_tr);
// ========================================================================= // =========================================================================
// QUADRANT 2: Oben-Links (Top-Left) // QUADRANT 2: Oben-Links (Top-Left)
@@ -52,9 +52,9 @@ void main() {
lumaSquaredSum_tl += (luma * luma); lumaSquaredSum_tl += (luma * luma);
} }
} }
vec3 mean_tl = colorSum_tl / 9.0; vec3 mean_tl = colorSum_tl / 25.0;
float mean_luma_tl = lumaSum_tl / 9.0; float mean_luma_tl = lumaSum_tl / 25.0;
float variance_tl = (lumaSquaredSum_tl / 9.0) - (mean_luma_tl * mean_luma_tl); float variance_tl = (lumaSquaredSum_tl / 25.0) - (mean_luma_tl * mean_luma_tl);
// ========================================================================= // =========================================================================
// QUADRANT 3: Unten-Links (Bottom-Left) // QUADRANT 3: Unten-Links (Bottom-Left)
@@ -74,9 +74,9 @@ void main() {
lumaSquaredSum_bl += (luma * luma); lumaSquaredSum_bl += (luma * luma);
} }
} }
vec3 mean_bl = colorSum_bl / 9.0; vec3 mean_bl = colorSum_bl / 25.0;
float mean_luma_bl = lumaSum_bl / 9.0; float mean_luma_bl = lumaSum_bl / 25.0;
float variance_bl = (lumaSquaredSum_bl / 9.0) - (mean_luma_bl * mean_luma_bl); float variance_bl = (lumaSquaredSum_bl / 25.0) - (mean_luma_bl * mean_luma_bl);
// ========================================================================= // =========================================================================
// QUADRANT 4: Unten-Rechts (Bottom-Right) // QUADRANT 4: Unten-Rechts (Bottom-Right)
@@ -96,29 +96,35 @@ void main() {
lumaSquaredSum_br += (luma * luma); lumaSquaredSum_br += (luma * luma);
} }
} }
vec3 mean_br = colorSum_br / 9.0; vec3 mean_br = colorSum_br / 25.0;
float mean_luma_br = lumaSum_br / 9.0; float mean_luma_br = lumaSum_br / 25.0;
float variance_br = (lumaSquaredSum_br / 9.0) - (mean_luma_br * mean_luma_br); float variance_br = (lumaSquaredSum_br / 25.0) - (mean_luma_br * mean_luma_br);
// ========================================================================= // =========================================================================
// FINALE AUSWAHL: Den Quadranten mit der NIEDRIGSTEN Varianz finden // FINALE AUSWAHL: Den Quadranten mit der NIEDRIGSTEN Varianz finden
// ========================================================================= // =========================================================================
float minVariance = variance_tr; // 1. Varianzen direkt für den harten Effekt quadrieren
float v_tr = variance_tr * variance_tr;
float v_tl = variance_tl * variance_tl;
float v_bl = variance_bl * variance_bl;
float v_br = variance_br * variance_br;
// 2. Sauberer Vergleich der quadrierten Werte
float minVariance = v_tr;
vec3 finalColor = mean_tr; vec3 finalColor = mean_tr;
if (variance_tl < minVariance) { if (v_tl < minVariance) {
minVariance = variance_tl; minVariance = v_tl;
finalColor = mean_tl; finalColor = mean_tl;
} }
if (variance_bl < minVariance) { if (v_bl < minVariance) {
minVariance = variance_bl; minVariance = v_bl;
finalColor = mean_bl; finalColor = mean_bl;
} }
if (variance_br < minVariance) { if (v_br < minVariance) {
minVariance = variance_br; minVariance = v_br;
finalColor = mean_br; finalColor = mean_br;
} }
// Farbe auf den Bildschirm bringen!
fragColor = vec4(finalColor, 1.0); fragColor = vec4(finalColor, 1.0);
} }