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Kuwahara filter implementation from: https://www.raywenderlich.com/100-unreal-engine-4-paint-filter-tutorial, for reshade
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/////////////////////////////////////////////////////////////////// | |
/////////////////////////////////////////////////////////////////// | |
// By Otis / Infuse Project | |
/////////////////////////////////////////////////////////////////// | |
uniform int XRadius < | |
ui_type = "drag"; | |
ui_min = 1; ui_max=16; | |
> = 2; | |
uniform int YRadius < | |
ui_type = "drag"; | |
ui_min = 1; ui_max=16; | |
> = 2; | |
uniform int XRadiusDirectional < | |
ui_type = "drag"; | |
ui_min = 1; ui_max=16; | |
> = 2; | |
uniform int YRadiusDirectional < | |
ui_type = "drag"; | |
ui_min = 1; ui_max=16; | |
> = 2; | |
#include "Reshade.fxh" | |
////////////////////////////////////// | |
// textures and samplers | |
////////////////////////////////////// | |
texture texBuffer1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;}; | |
sampler2D sampler2DBuffer1 { Texture = texBuffer1; }; | |
////////////////////////////////////// | |
// functions | |
////////////////////////////////////// | |
float4 GetKernelMeanAndVariance(float2 texcoord, float4 range) | |
{ | |
float4 mean=0; | |
float3 variance=0; | |
for(float x = range.x; x <= range.y; x++) | |
{ | |
for(float y = range.z; y<=range.w;y++) | |
{ | |
float2 offset = float2(x, y) * ReShade::PixelSize; | |
float3 pixelColor = tex2Dlod(ReShade::BackBuffer, float4(texcoord + offset, 0, 0)).rgb; | |
mean.rgb +=pixelColor.rgb; | |
variance.rgb += pixelColor.rgb * pixelColor.rgb; | |
mean.a+=1.0; | |
} | |
} | |
mean.rgb/=(mean.a + (mean.a==0)); | |
variance.rgb = variance.rgb / (mean.a + (mean.a==0)) - (mean.rgb * mean.rgb); | |
float totalVariance = variance.r + variance.g + variance.b; | |
return float4(mean.rgb, totalVariance); | |
} | |
float4 GetKernelMeanAndVariance(float2 texcoord, float4 range, float2x2 rotationMatrix) | |
{ | |
float4 mean=0; | |
float3 variance=0; | |
for(float x = range.x; x <= range.y; x++) | |
{ | |
for(float y = range.z; y<=range.w;y++) | |
{ | |
float2 offset = mul(float2(x, y) * ReShade::PixelSize, rotationMatrix); | |
float3 pixelColor = tex2Dlod(ReShade::BackBuffer, float4(texcoord + offset, 0, 0)).rgb; | |
mean.rgb +=pixelColor.rgb; | |
variance.rgb += pixelColor.rgb * pixelColor.rgb; | |
mean.a+=1.0; | |
} | |
} | |
mean.rgb/=(mean.a + (mean.a==0)); | |
variance.rgb = variance.rgb / (mean.a + (mean.a==0)) - (mean.rgb * mean.rgb); | |
float totalVariance = variance.r + variance.g + variance.b; | |
return float4(mean.rgb, totalVariance); | |
} | |
float GetPixelAngle(float2 texcoord) | |
{ | |
float gradientX = 0; | |
float gradientY = 0; | |
float sobelX[9] = {-1, -2, -1, 0, 0, 0, 1, 2, 1}; | |
float sobelY[9] = {-1, 0, 1, -2, 0, 2, -1, 0, 1}; | |
int i = 0; | |
for (int x = -1; x <= 1; x++) | |
{ | |
for (int y = -1; y <= 1; y++) | |
{ | |
float2 offset = float2(x, y) * ReShade::PixelSize; | |
float3 pixelColor = tex2Dlod(ReShade::BackBuffer, float4(texcoord + offset, 0, 0)).rgb; | |
float pixelValue = dot(pixelColor, float3(0.3,0.59,0.11)); | |
gradientX += pixelValue * sobelX[i]; | |
gradientY += pixelValue * sobelY[i]; | |
i++; | |
} | |
} | |
return atan(gradientY/(gradientX + (gradientX==0))); | |
} | |
////////////////////////////////////// | |
// shaders | |
////////////////////////////////////// | |
void PS_SimpleKuwahara(float4 vpos: SV_Position, float2 texcoord: TEXCOORD, out float4 fragment: SV_Target0) | |
{ | |
float4 meanAndVariance[4]; | |
float4 range; | |
range = float4(-XRadius, 0, -YRadius, 0); | |
meanAndVariance[0] = GetKernelMeanAndVariance(texcoord, range); | |
range = float4(0, XRadius, -YRadius, 0); | |
meanAndVariance[1] = GetKernelMeanAndVariance(texcoord, range); | |
range = float4(-XRadius, 0, 0, YRadius); | |
meanAndVariance[2] = GetKernelMeanAndVariance(texcoord, range); | |
range = float4(0, XRadius, 0, YRadius); | |
meanAndVariance[3] = GetKernelMeanAndVariance(texcoord, range); | |
float3 finalColor = meanAndVariance[0].rgb; | |
float minimumVariance = meanAndVariance[0].a; | |
for (int i = 1; i < 4; i++) | |
{ | |
if (meanAndVariance[i].a < minimumVariance) | |
{ | |
finalColor = meanAndVariance[i].rgb; | |
minimumVariance = meanAndVariance[i].a; | |
} | |
} | |
fragment = float4(finalColor, 1.0); | |
} | |
void PS_DirectionalKuwahara(float4 vpos: SV_Position, float2 texcoord: TEXCOORD, out float4 fragment: SV_Target0) | |
{ | |
float4 meanAndVariance[4]; | |
float4 range; | |
float angle = GetPixelAngle(texcoord); | |
float2x2 rotationMatrix = float2x2(cos(angle), -sin(angle), sin(angle), cos(angle)); | |
range = float4(-XRadiusDirectional, 0, -YRadiusDirectional, 0); | |
meanAndVariance[0] = GetKernelMeanAndVariance(texcoord, range, rotationMatrix); | |
range = float4(0, XRadiusDirectional, -YRadiusDirectional, 0); | |
meanAndVariance[1] = GetKernelMeanAndVariance(texcoord, range, rotationMatrix); | |
range = float4(-XRadiusDirectional, 0, 0, YRadiusDirectional); | |
meanAndVariance[2] = GetKernelMeanAndVariance(texcoord, range, rotationMatrix); | |
range = float4(0, XRadiusDirectional, 0, YRadiusDirectional); | |
meanAndVariance[3] = GetKernelMeanAndVariance(texcoord, range, rotationMatrix); | |
float3 finalColor = meanAndVariance[0].rgb; | |
float minimumVariance = meanAndVariance[0].a; | |
for (int i = 1; i < 4; i++) | |
{ | |
if (meanAndVariance[i].a < minimumVariance) | |
{ | |
finalColor = meanAndVariance[i].rgb; | |
minimumVariance = meanAndVariance[i].a; | |
} | |
} | |
fragment = float4(finalColor, 1.0); | |
} | |
////////////////////////////////////// | |
// techniques | |
////////////////////////////////////// | |
technique SimpleKuwahara | |
{ | |
pass SimpleKuwahara { VertexShader = PostProcessVS; PixelShader = PS_SimpleKuwahara; } | |
} | |
technique DirectionalKuwahara | |
{ | |
pass DirectionalKuwahara { VertexShader = PostProcessVS; PixelShader = PS_DirectionalKuwahara; } | |
} |
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