Pixel-Composer/shaders/sh_kuwahara_ani/sh_kuwahara_ani.fsh
2024-02-09 20:43:03 +07:00

57 lines
1.3 KiB
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define MAX_RAD 64
uniform vec2 dimension;
uniform int radius;
void main () {
gl_FragColor = texture2D(gm_BaseTexture, v_vTexcoord);
vec2 tx = 1. / dimension;
float n = float((radius + 1) * (radius + 1));
vec3 m[4];
vec3 s[4];
vec3 c;
for (int k = 0; k < 4; ++k) {
m[k] = vec3(0.0);
s[k] = vec3(0.0);
}
for (int j = 0; j <= MAX_RAD; j++)
for (int i = 0; i <= MAX_RAD; i++) {
if(i > radius) continue;
if(j > radius) break;
c = texture2D(gm_BaseTexture, v_vTexcoord + vec2(-i, -j) * tx).rgb;
m[0] += c;
s[0] += c * c;
c = texture2D(gm_BaseTexture, v_vTexcoord + vec2( i, -j) * tx).rgb;
m[1] += c;
s[1] += c * c;
c = texture2D(gm_BaseTexture, v_vTexcoord + vec2( i, j) * tx).rgb;
m[2] += c;
s[2] += c * c;
c = texture2D(gm_BaseTexture, v_vTexcoord + vec2(-i, j) * tx).rgb;
m[3] += c;
s[3] += c * c;
}
float min_sigma2 = 100.;
for (int k = 0; k < 4; k++) {
m[k] /= n;
s[k] = abs(s[k] / n - m[k] * m[k]);
float sigma2 = s[k].r + s[k].g + s[k].b;
if (sigma2 < min_sigma2) {
min_sigma2 = sigma2;
gl_FragColor = vec4(m[k], 1.0);
}
}
}