Working kuwahara
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@@ -1,130 +1,59 @@
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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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// Tune these to trade quality vs performance:
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// RADIUS 36, STEP 1 → 5476 samples/pixel (original, ~9fps)
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// RADIUS 36, STEP 3 → 676 samples/pixel (~8x faster)
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// RADIUS 36, STEP 4 → 400 samples/pixel (~14x faster)
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// RADIUS 16, STEP 2 → 324 samples/pixel (smaller brush, fast)
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#define RADIUS 36
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#define STEP 3
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vec3 kuwahara_region(vec2 uv, vec2 ts, int x0, int x1, int y0, int y1, out float outVariance) {
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vec3 colorSum = vec3(0.0);
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float lumaSum = 0.0;
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float lumaSqSum = 0.0;
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float count = 0.0;
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for (int i = x0; i <= x1; i += STEP) {
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for (int j = y0; j <= y1; j += STEP) {
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vec3 c = texture(colortex0, uv + vec2(float(i), float(j)) * ts).rgb;
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float luma = dot(c, vec3(0.299, 0.587, 0.114));
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colorSum += c;
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lumaSum += luma;
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lumaSqSum += luma * luma;
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count += 1.0;
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}
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}
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vec3 mean = colorSum / count;
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float meanLuma = lumaSum / count;
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float variance = (lumaSqSum / count) - (meanLuma * meanLuma);
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outVariance = variance * variance; // square for harder selection
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return mean;
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}
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void main() {
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// Exakte Pixelgröße berechnen
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vec2 texelSize = vec2(1.0 / viewWidth, 1.0 / viewHeight);
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vec2 ts = 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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float v_tr, v_tl, v_bl, v_br;
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vec3 mean_tr = kuwahara_region(texCoord, ts, 0, RADIUS, 0, RADIUS, v_tr);
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vec3 mean_tl = kuwahara_region(texCoord, ts, -RADIUS, 0, 0, RADIUS, v_tl);
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vec3 mean_bl = kuwahara_region(texCoord, ts, -RADIUS, 0, -RADIUS, 0, v_bl);
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vec3 mean_br = kuwahara_region(texCoord, ts, 0, RADIUS, -RADIUS, 0, v_br);
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for (int i = 0; i <= 36; i++) {
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for (int j = 0; j <= 36; 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_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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vec3 mean_tr = colorSum_tr / 1296.0;
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float mean_luma_tr = lumaSum_tr / 1296.0;
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float variance_tr = (lumaSquaredSum_tr / 1296.0) - (mean_luma_tr * mean_luma_tr);
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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 = -36; i <= 0; i++) {
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for (int j = 0; j <= 36; 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 / 1296.0;
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float mean_luma_tl = lumaSum_tl / 1296.0;
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float variance_tl = (lumaSquaredSum_tl / 1296.0) - (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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for (int i = -36; i <= 0; i++) {
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for (int j = -36; 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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vec3 mean_bl = colorSum_bl / 1296.0;
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float mean_luma_bl = lumaSum_bl / 1296.0;
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float variance_bl = (lumaSquaredSum_bl / 1296.0) - (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 <= 36; i++) {
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for (int j = -36; 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 / 1296.0;
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float mean_luma_br = lumaSum_br / 1296.0;
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float variance_br = (lumaSquaredSum_br / 1296.0) - (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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// 1. Varianzen direkt für den harten Effekt quadrieren
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float v_tr = variance_tr * variance_tr;
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float v_tl = variance_tl * variance_tl;
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float v_bl = variance_bl * variance_bl;
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float v_br = variance_br * variance_br;
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// 2. Sauberer Vergleich der quadrierten Werte
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float minVariance = v_tr;
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vec3 finalColor = mean_tr;
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float minVar = v_tr;
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if (v_tl < minVariance) {
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minVariance = v_tl;
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finalColor = mean_tl;
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}
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if (v_bl < minVariance) {
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minVariance = v_bl;
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finalColor = mean_bl;
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}
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if (v_br < minVariance) {
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minVariance = v_br;
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finalColor = mean_br;
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}
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if (v_tl < minVar) { minVar = v_tl; finalColor = mean_tl; }
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if (v_bl < minVar) { minVar = v_bl; finalColor = mean_bl; }
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if (v_br < minVar) { minVar = v_br; finalColor = mean_br; }
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fragColor = vec4(finalColor, 1.0);
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}
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