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); }