This commit is contained in:
2026-07-31 18:18:18 +02:00
commit a061aff066
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shader_type canvas_item;
uniform int radius = 5;
uniform vec3 offset=vec3(0.0);
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture;
void fragment()
{
vec2 src_size = vec2 ( SCREEN_PIXEL_SIZE.x, SCREEN_PIXEL_SIZE.y);
vec2 uv = SCREEN_UV.xy;
float n = float((radius + 1) * (radius + 1));
vec3 m0 = offset; vec3 m1 = offset; vec3 m2 = offset; vec3 m3 = offset;
vec3 s0 = offset; vec3 s1 = offset; vec3 s2 = offset; vec3 s3 = offset;
vec3 c;
for (int j = -radius; j <= 0; ++j) {
for (int i = -radius; i <= 0; ++i) {
c = texture(SCREEN_TEXTURE, uv + vec2(float(i),float(j)) * src_size).rgb;
m0 += c;
s0 += c * c;
}
}
for (int j = -radius; j <= 0; ++j) {
for (int i = 0; i <= radius; ++i) {
c = texture(SCREEN_TEXTURE, uv + vec2(float(i),float(j)) * src_size).rgb;
m1 += c;
s1 += c * c;
}
}
for (int j = 0; j <= radius; ++j) {
for (int i = 0; i <= radius; ++i) {
c = texture(SCREEN_TEXTURE, uv + vec2(float(i),float(j)) * src_size).rgb;
m2 += c;
s2 += c * c;
}
}
for (int j = 0; j <= radius; ++j) {
for (int i = -radius; i <= 0; ++i) {
c = texture(SCREEN_TEXTURE, uv + vec2(float(i),float(j)) * src_size).rgb;
m3 += c;
s3 += c * c;
}
}
float min_sigma2 = 1e+2;
m0 /= n;
s0 = abs(s0 / n - m0 * m0);
float sigma2 = s0.r + s0.g + s0.b;
if (sigma2 < min_sigma2) {
min_sigma2 = sigma2;
COLOR = vec4(m0, 1.0);
}
m1 /= n;
s1 = abs(s1 / n - m1 * m1);
sigma2 = s1.r + s1.g + s1.b;
if (sigma2 < min_sigma2) {
min_sigma2 = sigma2;
COLOR = vec4(m1, 1.0);
}
m2 /= n;
s2 = abs(s2 / n - m2 * m2);
sigma2 = s2.r + s2.g + s2.b;
if (sigma2 < min_sigma2) {
min_sigma2 = sigma2;
COLOR = vec4(m2, 1.0);
}
m3 /= n;
s3 = abs(s3 / n - m3 * m3);
sigma2 = s3.r + s3.g + s3.b;
if (sigma2 < min_sigma2) {
min_sigma2 = sigma2;
COLOR = vec4(m3, 1.0);
}
}
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shader_type canvas_item;
// Récupère l'image rendue par la caméra 3D (Godot 4)
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
// Taille du "pinceau" (plus c'est grand, plus l'effet peinture est fort)
uniform int radius : hint_range(1, 10) = 4;
void fragment() {
vec2 uv = SCREEN_UV;
vec2 tex_size = vec2(textureSize(screen_texture, 0));
vec2 texel = 1.0 / tex_size;
// Nombre de pixels analysés par quadrant
float n = float((radius + 1) * (radius + 1));
// Moyennes (m) et Variances (s) pour les 4 quadrants
vec3 m0 = vec3(0.0), m1 = vec3(0.0), m2 = vec3(0.0), m3 = vec3(0.0);
vec3 s0 = vec3(0.0), s1 = vec3(0.0), s2 = vec3(0.0), s3 = vec3(0.0);
vec3 c;
// Quadrant 0 (Haut Gauche)
for (int j = -radius; j <= 0; ++j) {
for (int i = -radius; i <= 0; ++i) {
c = texture(screen_texture, uv + vec2(float(i), float(j)) * texel).rgb;
m0 += c; s0 += c * c;
}
}
// Quadrant 1 (Haut Droite)
for (int j = -radius; j <= 0; ++j) {
for (int i = 0; i <= radius; ++i) {
c = texture(screen_texture, uv + vec2(float(i), float(j)) * texel).rgb;
m1 += c; s1 += c * c;
}
}
// Quadrant 2 (Bas Droite)
for (int j = 0; j <= radius; ++j) {
for (int i = 0; i <= radius; ++i) {
c = texture(screen_texture, uv + vec2(float(i), float(j)) * texel).rgb;
m2 += c; s2 += c * c;
}
}
// Quadrant 3 (Bas Gauche)
for (int j = 0; j <= radius; ++j) {
for (int i = -radius; i <= 0; ++i) {
c = texture(screen_texture, uv + vec2(float(i), float(j)) * texel).rgb;
m3 += c; s3 += c * c;
}
}
float min_var = 1e+6; // Valeur de base très haute
vec3 final_color = vec3(0.0);
float var;
// Calcul pour le Q0
m0 /= n; s0 = abs(s0 / n - m0 * m0); var = s0.r + s0.g + s0.b;
if (var < min_var) { min_var = var; final_color = m0; }
// Calcul pour le Q1
m1 /= n; s1 = abs(s1 / n - m1 * m1); var = s1.r + s1.g + s1.b;
if (var < min_var) { min_var = var; final_color = m1; }
// Calcul pour le Q2
m2 /= n; s2 = abs(s2 / n - m2 * m2); var = s2.r + s2.g + s2.b;
if (var < min_var) { min_var = var; final_color = m2; }
// Calcul pour le Q3
m3 /= n; s3 = abs(s3 / n - m3 * m3); var = s3.r + s3.g + s3.b;
if (var < min_var) { min_var = var; final_color = m3; }
COLOR = vec4(final_color, 1.0);
}
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shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap, repeat_disable;
// --- Kuwahara (painterly smoothing) ---
uniform int kuwahara_radius : hint_range(1, 10) = 4;
// --- Edge / line art ---
uniform float edge_strength : hint_range(0.0, 4.0) = 1.2;
uniform float edge_threshold : hint_range(0.0, 1.0) = 0.12;
uniform vec3 edge_color : source_color = vec3(0.05, 0.04, 0.03);
// --- Brush / canvas texture overlay ---
uniform sampler2D brush_tex : filter_linear_mipmap, repeat_enable;
uniform vec2 brush_scale = vec2(18.0, 18.0);
uniform float brush_strength : hint_range(0.0, 1.0) = 0.35;
// --- Final color tweaks ---
uniform float saturation : hint_range(0.0, 2.0) = 1.1;
float luminance(vec3 c) {
return dot(c, vec3(0.299, 0.587, 0.114));
}
// Classic 4-quadrant Kuwahara filter
vec3 kuwahara(sampler2D tex, vec2 uv, vec2 px, int r) {
vec3 mean[4];
float variance[4];
vec2 signs[4];
signs[0] = vec2(-1.0, -1.0);
signs[1] = vec2(1.0, -1.0);
signs[2] = vec2(-1.0, 1.0);
signs[3] = vec2(1.0, 1.0);
for (int q = 0; q < 4; q++) {
vec3 sum = vec3(0.0);
vec3 sum_sq = vec3(0.0);
float count = 0.0;
for (int j = 0; j <= r; j++) {
for (int i = 0; i <= r; i++) {
vec2 offset = vec2(float(i), float(j)) * signs[q] * px;
vec3 c = texture(tex, uv + offset).rgb;
sum += c;
sum_sq += c * c;
count += 1.0;
}
}
vec3 m = sum / count;
vec3 v = sum_sq / count - m * m;
mean[q] = m;
variance[q] = v.r + v.g + v.b;
}
float min_var = variance[0];
vec3 result = mean[0];
for (int q = 1; q < 4; q++) {
if (variance[q] < min_var) {
min_var = variance[q];
result = mean[q];
}
}
return result;
}
// Sobel edge detection on luminance
float sobel_edge(sampler2D tex, vec2 uv, vec2 px) {
float tl = luminance(texture(tex, uv + vec2(-px.x, -px.y)).rgb);
float t = luminance(texture(tex, uv + vec2(0.0, -px.y)).rgb);
float tr = luminance(texture(tex, uv + vec2(px.x, -px.y)).rgb);
float l = luminance(texture(tex, uv + vec2(-px.x, 0.0)).rgb);
float r = luminance(texture(tex, uv + vec2(px.x, 0.0)).rgb);
float bl = luminance(texture(tex, uv + vec2(-px.x, px.y)).rgb);
float b = luminance(texture(tex, uv + vec2(0.0, px.y)).rgb);
float br = luminance(texture(tex, uv + vec2(px.x, px.y)).rgb);
float gx = -tl - 2.0 * l - bl + tr + 2.0 * r + br;
float gy = -tl - 2.0 * t - tr + bl + 2.0 * b + br;
return sqrt(gx * gx + gy * gy);
}
void fragment() {
vec2 uv = SCREEN_UV;
vec2 px = SCREEN_PIXEL_SIZE;
// STEP 1: painterly color smoothing
vec3 painted = kuwahara(SCREEN_TEXTURE, uv, px, kuwahara_radius);
// STEP 2: line art from the smoothed image (cleaner lines than raw noise)
float edge = sobel_edge(SCREEN_TEXTURE, uv, px);
edge = smoothstep(edge_threshold, edge_threshold + 0.3, edge) * edge_strength;
vec3 with_edges = mix(painted, edge_color, clamp(edge, 0.0, 1.0));
// STEP 3: brush / canvas texture overlay (fake stroke + paper grain)
vec3 brush = texture(brush_tex, uv * brush_scale).rgb;
vec3 with_brush = with_edges * mix(vec3(1.0), brush, brush_strength);
// STEP 4: slight saturation boost, like paint pigment richness
float l = luminance(with_brush);
vec3 final_color = mix(vec3(l), with_brush, saturation);
COLOR = vec4(final_color, 1.0);
}
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shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
uniform float lod: hint_range(0.0, 5) = 0.0;
void fragment(){
vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV, lod);
COLOR = color;
}
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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform sampler2D main_texture : source_color;
// On passe en vec2 pour ajuster X et Y indépendamment
uniform vec2 main_uv_scale = vec2(1.0, 1.0);
uniform sampler2D secondary_texture : source_color;
uniform vec2 secondary_uv_scale = vec2(1.0, 1.0);
uniform sampler2D blend_noise : source_color;
void fragment() {
// Multiplie l'UV par le vector 2D (ex: scale.x sur UV.x, scale.y sur UV.y)
vec2 main_uv = UV * main_uv_scale;
vec4 main_albedo = texture(main_texture, main_uv);
vec2 secondary_uv = UV * secondary_uv_scale;
vec4 secondary_albedo = texture(secondary_texture, secondary_uv);
vec4 blend_noise_texture = texture(blend_noise, UV);
vec3 final_albedo = mix(main_albedo.rgb, secondary_albedo.rgb, blend_noise_texture.rgb);
// Note : Votre conversion RGB -> HSV -> RGB était neutre (faisait un aller-retour sans modificateur).
// On peut assigner directement pour simplifier et optimiser les performances :
ALBEDO = final_albedo;
}
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