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); }