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3 Commits
| Author | SHA1 | Date | |
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aa4c1926c6 | ||
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47e6f5e8e3 | ||
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560a638eb6 |
@@ -19,8 +19,8 @@ void main() {
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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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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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@@ -30,9 +30,9 @@ void main() {
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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 / 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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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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@@ -41,8 +41,8 @@ void main() {
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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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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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@@ -52,9 +52,9 @@ void main() {
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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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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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@@ -63,8 +63,8 @@ void main() {
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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 = -4; i <= 0; i++) {
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for (int j = -4; j <= 0; j++) {
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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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@@ -74,9 +74,9 @@ void main() {
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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 / 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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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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@@ -85,8 +85,8 @@ void main() {
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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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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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@@ -96,29 +96,35 @@ void main() {
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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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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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float minVariance = variance_tr;
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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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if (variance_tl < minVariance) {
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minVariance = variance_tl;
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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 (variance_bl < minVariance) {
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minVariance = variance_bl;
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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 (variance_br < minVariance) {
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minVariance = variance_br;
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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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// Farbe auf den Bildschirm bringen!
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fragColor = vec4(finalColor, 1.0);
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}
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