Files
mc-kuwahara-shader/shaders/final.fsh
2026-06-01 11:13:01 +02:00

130 lines
4.8 KiB
GLSL

#version 150
// Minecrafts eingebaute Variablen für die Bildschirmgröße
uniform float viewWidth;
uniform float viewHeight;
uniform sampler2D colortex0;
in vec2 texCoord;
out vec4 fragColor;
void main() {
// Exakte Pixelgröße berechnen
vec2 texelSize = vec2(1.0 / viewWidth, 1.0 / viewHeight);
// =========================================================================
// QUADRANT 1: Oben-Rechts (Top-Right)
// =========================================================================
float lumaSum_tr = 0.0;
float lumaSquaredSum_tr = 0.0;
vec3 colorSum_tr = vec3(0.0);
for (int i = 0; i <= 36; i++) {
for (int j = 0; j <= 36; j++) {
vec2 offset = vec2(float(i), float(j)) * texelSize;
vec3 neighborColor = texture(colortex0, texCoord + offset).rgb;
float luma = dot(neighborColor, vec3(0.299, 0.587, 0.114));
colorSum_tr += neighborColor;
lumaSum_tr += luma;
lumaSquaredSum_tr += (luma * luma);
}
}
vec3 mean_tr = colorSum_tr / 1296.0;
float mean_luma_tr = lumaSum_tr / 1296.0;
float variance_tr = (lumaSquaredSum_tr / 1296.0) - (mean_luma_tr * mean_luma_tr);
// =========================================================================
// QUADRANT 2: Oben-Links (Top-Left)
// =========================================================================
float lumaSum_tl = 0.0;
float lumaSquaredSum_tl = 0.0;
vec3 colorSum_tl = vec3(0.0);
for (int i = -36; i <= 0; i++) {
for (int j = 0; j <= 36; j++) {
vec2 offset = vec2(float(i), float(j)) * texelSize;
vec3 neighborColor = texture(colortex0, texCoord + offset).rgb;
float luma = dot(neighborColor, vec3(0.299, 0.587, 0.114));
colorSum_tl += neighborColor;
lumaSum_tl += luma;
lumaSquaredSum_tl += (luma * luma);
}
}
vec3 mean_tl = colorSum_tl / 1296.0;
float mean_luma_tl = lumaSum_tl / 1296.0;
float variance_tl = (lumaSquaredSum_tl / 1296.0) - (mean_luma_tl * mean_luma_tl);
// =========================================================================
// QUADRANT 3: Unten-Links (Bottom-Left)
// =========================================================================
float lumaSum_bl = 0.0;
float lumaSquaredSum_bl = 0.0;
vec3 colorSum_bl = vec3(0.0);
for (int i = -36; i <= 0; i++) {
for (int j = -36; j <= 0; j++) {
vec2 offset = vec2(float(i), float(j)) * texelSize;
vec3 neighborColor = texture(colortex0, texCoord + offset).rgb;
float luma = dot(neighborColor, vec3(0.299, 0.587, 0.114));
colorSum_bl += neighborColor;
lumaSum_bl += luma;
lumaSquaredSum_bl += (luma * luma);
}
}
vec3 mean_bl = colorSum_bl / 1296.0;
float mean_luma_bl = lumaSum_bl / 1296.0;
float variance_bl = (lumaSquaredSum_bl / 1296.0) - (mean_luma_bl * mean_luma_bl);
// =========================================================================
// QUADRANT 4: Unten-Rechts (Bottom-Right)
// =========================================================================
float lumaSum_br = 0.0;
float lumaSquaredSum_br = 0.0;
vec3 colorSum_br = vec3(0.0);
for (int i = 0; i <= 36; i++) {
for (int j = -36; j <= 0; j++) {
vec2 offset = vec2(float(i), float(j)) * texelSize;
vec3 neighborColor = texture(colortex0, texCoord + offset).rgb;
float luma = dot(neighborColor, vec3(0.299, 0.587, 0.114));
colorSum_br += neighborColor;
lumaSum_br += luma;
lumaSquaredSum_br += (luma * luma);
}
}
vec3 mean_br = colorSum_br / 1296.0;
float mean_luma_br = lumaSum_br / 1296.0;
float variance_br = (lumaSquaredSum_br / 1296.0) - (mean_luma_br * mean_luma_br);
// =========================================================================
// FINALE AUSWAHL: Den Quadranten mit der NIEDRIGSTEN Varianz finden
// =========================================================================
// 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;
if (v_tl < minVariance) {
minVariance = v_tl;
finalColor = mean_tl;
}
if (v_bl < minVariance) {
minVariance = v_bl;
finalColor = mean_bl;
}
if (v_br < minVariance) {
minVariance = v_br;
finalColor = mean_br;
}
fragColor = vec4(finalColor, 1.0);
}