Pixel-Composer/build/Windows/0/cache/sh_kuwahara_ani.shader

78 lines
2 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main() {
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
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);
}
}
}