84 lines
2.2 KiB
Plaintext
84 lines
2.2 KiB
Plaintext
shader_type canvas_item;
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uniform int radius = 5;
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uniform vec3 offset=vec3(0.0);
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture;
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void fragment()
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{
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vec2 src_size = vec2 ( SCREEN_PIXEL_SIZE.x, SCREEN_PIXEL_SIZE.y);
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vec2 uv = SCREEN_UV.xy;
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float n = float((radius + 1) * (radius + 1));
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vec3 m0 = offset; vec3 m1 = offset; vec3 m2 = offset; vec3 m3 = offset;
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vec3 s0 = offset; vec3 s1 = offset; vec3 s2 = offset; vec3 s3 = offset;
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vec3 c;
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for (int j = -radius; j <= 0; ++j) {
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for (int i = -radius; i <= 0; ++i) {
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c = texture(SCREEN_TEXTURE, uv + vec2(float(i),float(j)) * src_size).rgb;
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m0 += c;
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s0 += c * c;
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}
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}
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for (int j = -radius; j <= 0; ++j) {
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for (int i = 0; i <= radius; ++i) {
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c = texture(SCREEN_TEXTURE, uv + vec2(float(i),float(j)) * src_size).rgb;
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m1 += c;
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s1 += c * c;
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}
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}
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for (int j = 0; j <= radius; ++j) {
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for (int i = 0; i <= radius; ++i) {
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c = texture(SCREEN_TEXTURE, uv + vec2(float(i),float(j)) * src_size).rgb;
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m2 += c;
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s2 += c * c;
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}
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}
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for (int j = 0; j <= radius; ++j) {
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for (int i = -radius; i <= 0; ++i) {
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c = texture(SCREEN_TEXTURE, uv + vec2(float(i),float(j)) * src_size).rgb;
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m3 += c;
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s3 += c * c;
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}
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}
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float min_sigma2 = 1e+2;
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m0 /= n;
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s0 = abs(s0 / n - m0 * m0);
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float sigma2 = s0.r + s0.g + s0.b;
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if (sigma2 < min_sigma2) {
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min_sigma2 = sigma2;
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COLOR = vec4(m0, 1.0);
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}
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m1 /= n;
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s1 = abs(s1 / n - m1 * m1);
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sigma2 = s1.r + s1.g + s1.b;
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if (sigma2 < min_sigma2) {
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min_sigma2 = sigma2;
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COLOR = vec4(m1, 1.0);
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}
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m2 /= n;
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s2 = abs(s2 / n - m2 * m2);
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sigma2 = s2.r + s2.g + s2.b;
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if (sigma2 < min_sigma2) {
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min_sigma2 = sigma2;
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COLOR = vec4(m2, 1.0);
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}
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m3 /= n;
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s3 = abs(s3 / n - m3 * m3);
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sigma2 = s3.r + s3.g + s3.b;
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if (sigma2 < min_sigma2) {
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min_sigma2 = sigma2;
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COLOR = vec4(m3, 1.0);
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}
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} |