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14 commits
v9.1 ... main

17 changed files with 258 additions and 19 deletions

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@ -62,22 +62,22 @@ Example:
//!load ...
//!steps 5
uniform int STEP; // this is mandatory!
uniform int STEP;
uniform int STEPS;
void fragment() {
if (STEP == 0) {
...
...
} else if (STEP == 1) {
...
...
} else if (STEP == STEPS-1) {
...
}
// ... and so on
}
```
## Shaderlib
> Note: The shaderlib API is still unstable as I am figuring things out. It will be declared stable with version 10.
This repo comes with a (still small) shader library including pre-written functions and more.
Have a look at the `shaderlib` folder.
@ -153,5 +153,4 @@ Since version v8.0, you can pass a directory to `--load-image` and `--output`. T
## Known Issues
- screen scaling is unsupported; Using screen scaling could lead to an either blurry UI, or no scaling at all -> see #45
- the shaderlib API is still unstable, this will change with version 10
- commandline interface: `--headless` is not supported

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@ -0,0 +1,20 @@
shader_type canvas_item;
#include "./shaderlib/pixelsort.gdshaderinc"
//!steps 1500
uniform int STEP;
//!load ./images/mountain.jpg
void fragment() {
// pixel sorting works in multiple steps
COLOR = pixelsort_step(
TEXTURE, UV,
DIRECTION_BOTTOM_TO_TOP,
COLOR_MODE_OKLCH,
{true, false, false},
{-INF, .007, -INF},
{INF, INF, INF},
STEP);
}

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@ -0,0 +1 @@
uid://csk0fg4by651b

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@ -11,6 +11,5 @@ config_version=5
[application]
config/name="Fragmented Project"
config/features=PackedStringArray("4.3", "Forward Plus")
run/main_scene="res://0_empty.tscn"
config/features=PackedStringArray("4.4", "Forward Plus")

10
examples/sobel.gdshader Normal file
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@ -0,0 +1,10 @@
shader_type canvas_item;
//!load ./images/noisy.png
#include "./shaderlib/sobel.gdshaderinc"
void fragment() {
// Sobel Filter
COLOR = sobel(TEXTURE, UV);
}

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@ -0,0 +1 @@
uid://h376mk1fq4ky

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@ -10,8 +10,10 @@ export_filter="all_resources"
include_filter=""
exclude_filter="screenshot.png, examples/*, shaderlib/*, tools/*, build-template/*"
export_path="dist/Fragmented.x86_64"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2

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@ -11,10 +11,9 @@ config_version=5
[application]
config/name="Fragmented"
config/version="v9.1"
config/version="v10.2"
run/main_scene="res://src/scenes/main.tscn"
config/features=PackedStringArray("4.4", "Mobile")
run/low_processor_mode=true
config/icon="res://src/assets/icon.png"
[autoload]
@ -28,7 +27,6 @@ window/size/viewport_width=640
window/size/viewport_height=672
window/energy_saving/keep_screen_on=false
window/subwindows/embed_subwindows=false
window/vsync/vsync_mode=0
[editor_plugins]

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@ -13,3 +13,15 @@ vec4 alpha_blend(vec4 b, vec4 a) {
vec3 col = ((a.rgb*a.a) + ((b.rgb*b.a) * (1.0 - a.a)) / alpha);
return vec4(col.r, col.g, col.b, alpha);
}
/*
Rotate UV
*/
vec2 rotateUV(vec2 uv, float rotation, vec2 center) {
float cosRot = cos(rotation);
float sinRot = sin(rotation);
return vec2(
cosRot * (uv.x - center.x) + sinRot * (uv.y - center.y) + center.x,
cosRot * (uv.y - center.y) - sinRot * (uv.x - center.x) + center.y);
}

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@ -12,6 +12,8 @@
#include "./common.gdshaderinc"
vec4 rgb2oklab(vec4 c) {
// oklab.x and .y (a and b) should range from -0.5 to 0.5
float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
@ -29,6 +31,8 @@ vec4 rgb2oklab(vec4 c) {
}
vec4 oklab2rgb(vec4 c) {
// oklab.x and .y (a and b) should range from -0.5 to 0.5
float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z;
float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z;
float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z;
@ -46,6 +50,7 @@ vec4 oklab2rgb(vec4 c) {
}
vec4 oklab2oklch(vec4 c) {
// oklch.z (hue) ranges from -3.6 to 3.6
return vec4(
c.x,
sqrt((c.y * c.y) + (c.z * c.z)),
@ -55,6 +60,7 @@ vec4 oklab2oklch(vec4 c) {
}
vec4 oklch2oklab(vec4 c) {
// oklch.z (hue) ranges from -3.6 to 3.6
return vec4(
c.x,
c.y * cos(c.z),

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@ -0,0 +1,126 @@
/*
Pixelsorting using odd-even sort
I roughly followed https://ciphrd.com/2020/04/08/pixel-sorting-on-shader-using-well-crafted-sorting-filters-glsl/
- vector fields aren't implemented, diagonal sorting is not supported!
*/
#include "./hsv.gdshaderinc"
#include "./oklab.gdshaderinc"
#define INF (1.0/0.0)
#define DIRECTION_LEFT_TO_RIGHT vec2(1, 0)
#define DIRECTION_RIGHT_TO_LEFT vec2(-1, 0)
#define DIRECTION_TOP_TO_BOTTOM vec2(0, 1)
#define DIRECTION_BOTTOM_TO_TOP vec2(0, -1)
#define COLOR_MODE_RGB 0
#define COLOR_MODE_OKLAB 1
#define COLOR_MODE_OKLCH 2
#define COLOR_MODE_HSV 3
vec4 pixelsort_step(
sampler2D tex, vec2 uv,
vec2 direction, // e.g. (1, 0) for left-to-right or (0, -1) for bottom-to-top
// see DIRECTION_LEFT_TO_RIGHT, etc.
// note: vertical sorting doesn't work, so using e.g. (1, 1) won't work
int color_mode, // 0 = RGB, 1 = OKLAB, 2 = OKLCH, 3 = HSV
// see COLOR_MODE_RGB, etc.
bool color_channel_mask[3], // which color channel(s) to take into account
float lower_threshold[3], // lower threshold for pixels to be considered sorted
// when in doubt, use {-INF, -INF, -INF}
float upper_threshold[3], // upper threshold; {INF, INF, INF}
int step_ // from STEP
) {
// sanitize inputs
direction = clamp(direction, vec2(-1, -1), vec2(1, 1));
color_mode = clamp(color_mode, 0, 3);
// get neighbour
vec2 texture_size = vec2(textureSize(tex, 0));
vec2 a = (mod(floor(uv * texture_size), 2.0) * 2.0 - 1.0) * (mod(float(step_), 2.0) * 2.0 - 1.0);
vec2 neighbour_uv = uv + (direction * a / texture_size);
//
vec4 x = texture(tex, uv);
vec4 y = texture(tex, neighbour_uv);
if ( // stop at borders
neighbour_uv.x > 1.0 ||
neighbour_uv.x < 0.0 ||
neighbour_uv.y > 1.0 ||
neighbour_uv.y < 0.0
) {
return x;
} else {
// convert color if necessary
// get value to compare
float vx = 0.0;
float vy = 0.0;
vec3 color_x;
vec3 color_y;
if (color_mode == COLOR_MODE_RGB) {
color_x = x.rgb;
color_y = y.rgb;
} else if (color_mode == COLOR_MODE_OKLAB) {
color_x = rgb2oklab(x).rgb;
color_y = rgb2oklab(y).rgb;
} else if (color_mode == COLOR_MODE_OKLCH) {
color_x = oklab2oklch(rgb2oklab(x)).rgb;
color_y = oklab2oklch(rgb2oklab(y)).rgb;
} else if (color_mode == COLOR_MODE_HSV) {
color_x = rgb2hsv(x).rgb;
color_y = rgb2hsv(y).rgb;
}
float divisor = 0.0;
if (color_channel_mask[0]) {
vx += color_x.r;
vy += color_y.r;
divisor += 1.0;
}
if (color_channel_mask[1]) {
vx += color_x.g;
vy += color_y.g;
divisor += 1.0;
}
if (color_channel_mask[2]) {
vx += color_x.b;
vy += color_y.b;
divisor += 1.0;
}
divisor = max(divisor, 1.0);
vx /= divisor;
vy /= divisor;
//
if (
(a.x < .0 && abs(direction).y == .0) ||
(a.y < .0 && abs(direction).x == .0)
) {
if (
vy > vx &&
// threshold
color_x.r < upper_threshold[0] &&
color_x.g < upper_threshold[1] &&
color_x.b < upper_threshold[2] &&
color_x.r > lower_threshold[0] &&
color_x.g > lower_threshold[1] &&
color_x.b > lower_threshold[2]
) { return y; }
else { return x; }
} else if (
(a.x > .0 && abs(direction).y == .0) ||
(a.y > .0 && abs(direction).x == .0)
) {
if (
vx >= vy &&
// threshold
color_y.r < upper_threshold[0] &&
color_y.g < upper_threshold[1] &&
color_y.b < upper_threshold[2] &&
color_y.r > lower_threshold[0] &&
color_y.g > lower_threshold[1] &&
color_y.b > lower_threshold[2]
) { return y; }
else { return x; }
}
}
}

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@ -0,0 +1 @@
uid://doefnwk3vyr0o

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@ -0,0 +1,50 @@
/*
Edge Detection (Sobel Filter and Gaussian Blur) by FencerDevLog, adapted
original code: https://godotshaders.com/shader/edge-detection-sobel-filter-and-gaussian-blur/
license of the original code: CC0
*/
vec3 _convolution(sampler2D tex, vec2 uv, vec2 pixel_size) {
vec3 conv = vec3(0.0);
// Gaussian blur kernel
float gauss[25] = {
0.00390625, 0.015625, 0.0234375, 0.015625, 0.00390625,
0.015625, 0.0625, 0.09375, 0.0625, 0.015625,
0.0234375, 0.09375, 0.140625, 0.09375, 0.0234375,
0.015625, 0.0625, 0.09375, 0.0625, 0.015625,
0.00390625, 0.015625, 0.0234375, 0.015625, 0.00390625
};
for (int row = 0; row < 5; row++) {
for (int col = 0; col < 5; col++) {
conv += texture(tex, uv + vec2(float(col - 2), float(row - 2)) * pixel_size).rgb * gauss[row * 5 + col];
}
}
return conv;
}
vec4 sobel(sampler2D tex, vec2 uv) {
vec2 pixel_size = 1.0/vec2(textureSize(tex, 0));
vec3 pixels[9]; // Sobel kernel
// [0, 1, 2]
// [3, 4, 5]
// [6, 7, 8]
for (int row = 0; row < 3; row++) {
for (int col = 0; col < 3; col++) {
vec2 uv_ = uv + vec2(float(col - 1), float(row - 1)) * pixel_size;
pixels[row * 3 + col] = _convolution(tex, uv_, pixel_size);
}
}
// Sobel operator
vec3 gx = (
pixels[0] * -1.0 + pixels[3] * -2.0 + pixels[6] * -1.0
+ pixels[2] * 1.0 + pixels[5] * 2.0 + pixels[8] * 1.0
);
vec3 gy = (
pixels[0] * -1.0 + pixels[1] * -2.0 + pixels[2] * -1.0
+ pixels[6] * 1.0 + pixels[7] * 2.0 + pixels[8] * 1.0
);
vec3 sobel = sqrt(gx * gx + gy * gy);
return vec4(sobel, 1.0);
}

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@ -0,0 +1 @@
uid://bqo1fpunnl05f

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@ -18,7 +18,7 @@ func _input(event):
var old_zoom = self.zoom
func _process(delta: float) -> void:
func _process(_delta: float) -> void:
if self.zoom != old_zoom:
image_viewport_display.update_zoom_texture_filter(self.zoom)
image_viewport_display.material.set_shader_parameter("zoom_level", self.zoom)

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@ -37,19 +37,26 @@ func validate_shader_compilation(shader: Shader) -> bool:
# test if uniform list is empty -> if it is empty, the shader compilation failed
return len(shader.get_shader_uniform_list()) > 0
func shader_has_step_uniform(shader: Shader) -> bool:
func shader_has_uniform(shader: Shader, name: String, type: int) -> bool:
for u in shader.get_shader_uniform_list():
if u["name"] == "STEP" && u["type"] == 2:
if u["name"] == name && u["type"] == type:
return true
return false
func set_vsync(enabled: bool):
if enabled:
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
else:
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
func update(overwrite_image_path: String = "") -> Array: # returns error messages (strings)
var shader = Filesystem.shader # read from disk
if shader == null:
return ["No shader opened!"]
# get number of steps & check if code has STEP uniform
var steps: int = ShaderDirectiveParser.parse_steps_directive(shader.code)
var has_step_uniform: bool = shader_has_step_uniform(shader)
var has_step_uniform: bool = shader_has_uniform(shader, "STEP", 2)
var has_steps_uniform: bool = shader_has_uniform(shader, "STEPS", 2)
# validate shader
if not validate_shader_compilation(shader):
return ["Shader compilation failed!"]
@ -84,6 +91,9 @@ func update(overwrite_image_path: String = "") -> Array: # returns error message
image_sprite.texture = Filesystem.original_image
image_sprite.offset = Filesystem.original_image.get_size() / 2
self.size = Filesystem.original_image.get_size()
# already show the image viewport & fit the image
if fit_image: camera.fit_image()
image_viewport_display.show()
# create shader material
var mat = ShaderMaterial.new()
mat.shader = shader
@ -95,6 +105,10 @@ func update(overwrite_image_path: String = "") -> Array: # returns error message
# assign material
image_sprite.material = mat
# iterate n times
set_vsync(false) # speed up processing
if has_steps_uniform:
# set STEPS param
mat.set_shader_parameter("STEPS", steps)
for i in range(steps):
if has_step_uniform:
# set STEP param
@ -103,9 +117,7 @@ func update(overwrite_image_path: String = "") -> Array: # returns error message
await RenderingServer.frame_post_draw # wait for next frame to get drawn
Filesystem.result = get_texture().get_image()
image_sprite.texture = ImageTexture.create_from_image(Filesystem.result)
set_vsync(true) # reenable vsync
image_sprite.material = null
if fit_image:
camera.fit_image()
image_viewport_display.show()
# done
return errors

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@ -72,6 +72,7 @@ func _on_open_shader_dialog_confirmed() -> void:
func _on_save_image_dialog_file_selected(path):
Filesystem.save_result(path)
set_buttons_disabled(false)
func _on_save_image_dialog_canceled() -> void:
set_buttons_disabled(false)