Fragmented/shaderlib/kuwahara.gdshaderinc

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2025-01-27 23:01:19 +01:00
/*
Kuwahara Filter, adapted
original code: https://godotshaders.com/shader/generalized-kuwahara/
original authors:
- https://godotshaders.com/author/firerabbit/
- https://github.com/GarrettGunnell (Acerola)
license of the original code:
MIT License
Copyright (c) 2022 Garrett Gunnell
Copyright (c) 2024 Firerabbit
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies
or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
*/
vec3 kuwahara(
sampler2D texture,
vec2 uv,
int kernel_size, // should be > 2 - high values will affect performance
float hardness, // should be in the range of 1.0 - 100.0
float sharpness, // should be in the range of 1.0 - 18.0
float zero_crossing, // should be in the range of 0.5 - 2.0
float zeta, // should be in the range of 0.01 - 3.0
int n // number of iterations, should be 8, must be <= 8
) {
vec2 texelSize = vec2(1.0 / vec2(textureSize(texture, 0)));
vec4 m[8];
vec3 s[8];
int kernel_radius = kernel_size / 2;
float sin_zero_crossing = sin(zero_crossing);
float eta = (zeta + cos(zero_crossing)) / (sin_zero_crossing * sin_zero_crossing);
for (int k = 0; k < n; ++k) {
m[k] = vec4(0.0f);
s[k] = vec3(0.0f);
}
for (int y = -kernel_radius; y <= kernel_radius; ++y) {
for (int x = -kernel_radius; x <= kernel_radius; ++x) {
vec2 v = vec2(float(x), float(y)) / float(kernel_radius);
vec3 c = texture(texture, uv + vec2(float(x), float(y)) * texelSize.xy).rgb;
c = clamp(c, 0.0f, 1.0f);
float sum = 0.0f;
float w[8];
float z, vxx, vyy;
/* Calculate Polynomial Weights */
vxx = zeta - eta * v.x * v.x;
vyy = zeta - eta * v.y * v.y;
z = max(0, v.y + vxx);
w[0] = z * z;
sum += w[0];
z = max(0, -v.x + vyy);
w[2] = z * z;
sum += w[2];
z = max(0, -v.y + vxx);
w[4] = z * z;
sum += w[4];
z = max(0, v.x + vyy);
w[6] = z * z;
sum += w[6];
v = sqrt(2.0f) / 2.0f * vec2(v.x - v.y, v.x + v.y);
vxx = zeta - eta * v.x * v.x;
vyy = zeta - eta * v.y * v.y;
z = max(0, v.y + vxx);
w[1] = z * z;
sum += w[1];
z = max(0, -v.x + vyy);
w[3] = z * z;
sum += w[3];
z = max(0, -v.y + vxx);
w[5] = z * z;
sum += w[5];
z = max(0, v.x + vyy);
w[7] = z * z;
sum += w[7];
float g = exp(-3.125f * dot(v,v)) / sum;
for (int k = 0; k < 8; ++k) {
float wk = w[k] * g;
m[k] += vec4(c * wk, wk);
s[k] += c * c * wk;
}
}
}
vec4 output = vec4(0.0f);
for (int k = 0; k < n; ++k) {
m[k].rgb /= m[k].w;
s[k] = abs(s[k] / m[k].w - m[k].rgb * m[k].rgb);
float sigma2 = s[k].r + s[k].g + s[k].b;
float w = 1.0f / (1.0f + pow(hardness * 1000.0f * sigma2, 0.5f * sharpness));
output += vec4(m[k].rgb * w, w);
}
return clamp(output / output.w, 0.0f, 1.0f).rgb;
}