Files
2026-06-01 11:45:22 +02:00

60 lines
2.0 KiB
GLSL

#version 150
uniform float viewWidth;
uniform float viewHeight;
uniform sampler2D colortex0;
in vec2 texCoord;
out vec4 fragColor;
// Tune these to trade quality vs performance:
// RADIUS 36, STEP 1 → 5476 samples/pixel (original, ~9fps)
// RADIUS 36, STEP 3 → 676 samples/pixel (~8x faster)
// RADIUS 36, STEP 4 → 400 samples/pixel (~14x faster)
// RADIUS 16, STEP 2 → 324 samples/pixel (smaller brush, fast)
#define RADIUS 36
#define STEP 3
vec3 kuwahara_region(vec2 uv, vec2 ts, int x0, int x1, int y0, int y1, out float outVariance) {
vec3 colorSum = vec3(0.0);
float lumaSum = 0.0;
float lumaSqSum = 0.0;
float count = 0.0;
for (int i = x0; i <= x1; i += STEP) {
for (int j = y0; j <= y1; j += STEP) {
vec3 c = texture(colortex0, uv + vec2(float(i), float(j)) * ts).rgb;
float luma = dot(c, vec3(0.299, 0.587, 0.114));
colorSum += c;
lumaSum += luma;
lumaSqSum += luma * luma;
count += 1.0;
}
}
vec3 mean = colorSum / count;
float meanLuma = lumaSum / count;
float variance = (lumaSqSum / count) - (meanLuma * meanLuma);
outVariance = variance * variance; // square for harder selection
return mean;
}
void main() {
vec2 ts = vec2(1.0 / viewWidth, 1.0 / viewHeight);
float v_tr, v_tl, v_bl, v_br;
vec3 mean_tr = kuwahara_region(texCoord, ts, 0, RADIUS, 0, RADIUS, v_tr);
vec3 mean_tl = kuwahara_region(texCoord, ts, -RADIUS, 0, 0, RADIUS, v_tl);
vec3 mean_bl = kuwahara_region(texCoord, ts, -RADIUS, 0, -RADIUS, 0, v_bl);
vec3 mean_br = kuwahara_region(texCoord, ts, 0, RADIUS, -RADIUS, 0, v_br);
vec3 finalColor = mean_tr;
float minVar = v_tr;
if (v_tl < minVar) { minVar = v_tl; finalColor = mean_tl; }
if (v_bl < minVar) { minVar = v_bl; finalColor = mean_bl; }
if (v_br < minVar) { minVar = v_br; finalColor = mean_br; }
fragColor = vec4(finalColor, 1.0);
}