[orx-fx] Add super sampling to Contour filter

This commit is contained in:
Edwin
2022-04-15 12:58:19 +02:00
parent 2285cec1e4
commit 53fbc47636
2 changed files with 22 additions and 10 deletions

View File

@@ -7,6 +7,7 @@ import org.openrndr.extra.fx.mppFilterShader
import org.openrndr.extra.parameters.ColorParameter
import org.openrndr.extra.parameters.Description
import org.openrndr.extra.parameters.DoubleParameter
import org.openrndr.extra.parameters.IntParameter
@Description("Contour")
class Contour : Filter(mppFilterShader(fx_contour, "contour")) {
@@ -25,11 +26,15 @@ class Contour : Filter(mppFilterShader(fx_contour, "contour")) {
@ColorParameter("contour color")
var contourColor: ColorRGBa by parameters
@IntParameter("window", 0, 10)
var window: Int by parameters
init {
levels = 6.0
contourWidth = 0.4
contourColor = ColorRGBa.BLACK
backgroundOpacity = 1.0
contourOpacity = 1.0
window = 1
}
}

View File

@@ -6,21 +6,28 @@ uniform float contourWidth;
uniform float contourOpacity;
uniform vec4 contourColor;
uniform float backgroundOpacity;
uniform int window;
float calc_contour(vec2 uv) {
vec4 box = texture(tex0, uv);
float v = sin(3.1415926535 * levels * dot(vec3(1.0/3.0),box.xyz));
float level = floor(dot(vec3(1.0/3.0),box.xyz) * levels) / levels;
float contour = 1.0 - smoothstep(0., contourWidth, 0.5 * abs(v) / fwidth(v));
return contour;
}
void main() {
vec2 step = 1.0 / textureSize(tex0, 0);
vec4 box = vec4(0.0);
for (int j = -1; j <=1; ++j) {
for (int i = -1; i <= 1; ++i) {
box += texture(tex0, v_texCoord0 + step * vec2(i, j));
float contour = 0.0;
float weight = 0.0;
for (int i = -window; i <= window; ++i) {
for (int j = -window; j <= window; ++j) {
contour += calc_contour(v_texCoord0 + step/(window+1.0) * vec2(i, j));
weight += 1.0;
}
}
box /= 9.0;
float v = sin(3.1415926535 * levels * dot(vec3(1.0/3.0),box.xyz));
float level = floor(dot(vec3(1.0/3.0),box.xyz) * levels) / levels;
//int plateauIndex = min(levels-1, int(level * levels));
float contour = 1.0 - smoothstep(0., contourWidth, 0.5 * abs(v) / fwidth(v));
contour /= weight;
vec4 t = texture(tex0, v_texCoord0);
o_output = t * backgroundOpacity * (1.0-contour) + contour * contourColor * contourOpacity * t.a;
}