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); } }