[orx-fx] Add fade to Contour and CannyEdgeDetector

This commit is contained in:
Edwin Jakobs
2024-06-25 10:53:39 +02:00
parent a08090318a
commit 81cefe6b3d
6 changed files with 133 additions and 44 deletions

View File

@@ -15,44 +15,46 @@ uniform vec4 foregroundColor;
uniform float backgroundOpacity;
uniform float foregroundOpacity;
uniform float fade;
vec2 iResolution;
float getAve(vec2 uv){
float getAve(vec2 uv) {
vec3 rgb = texture(tex0, uv).rgb;
vec3 lum = vec3(0.299, 0.587, 0.114);
return dot(lum, rgb);
}
// Detect edge.
vec4 sobel(vec2 fragCoord, vec2 dir){
vec2 uv = fragCoord/iResolution.xy;
vec2 texel = 1./iResolution.xy;
float np = getAve(uv + (vec2(-1,+1) + dir ) * texel * thickness);
float zp = getAve(uv + (vec2( 0,+1) + dir ) * texel * thickness);
float pp = getAve(uv + (vec2(+1,+1) + dir ) * texel * thickness);
vec4 sobel(vec2 fragCoord, vec2 dir) {
vec2 uv = fragCoord / iResolution.xy;
vec2 texel = 1. / iResolution.xy;
float np = getAve(uv + (vec2(-1, + 1) + dir) * texel * thickness);
float zp = getAve(uv + (vec2(0, + 1) + dir) * texel * thickness);
float pp = getAve(uv + (vec2(+ 1, + 1) + dir) * texel * thickness);
float nz = getAve(uv + (vec2(-1, 0) + dir ) * texel * thickness);
float nz = getAve(uv + (vec2(-1, 0) + dir) * texel * thickness);
// zz = 0
float pz = getAve(uv + (vec2(+1, 0) + dir ) * texel * thickness);
float pz = getAve(uv + (vec2(+ 1, 0) + dir) * texel * thickness);
float nn = getAve(uv + (vec2(-1,-1) + dir ) * texel * thickness);
float zn = getAve(uv + (vec2( 0,-1) + dir ) * texel * thickness);
float pn = getAve(uv + (vec2(+1,-1) + dir ) * texel * thickness);
float nn = getAve(uv + (vec2(-1, -1) + dir) * texel * thickness);
float zn = getAve(uv + (vec2(0, -1) + dir) * texel * thickness);
float pn = getAve(uv + (vec2(+ 1, -1) + dir) * texel * thickness);
// np zp pp
// nz zz pz
// nn zn pn
#if 0
float gx = (np*-1. + nz*-2. + nn*-1. + pp*1. + pz*2. + pn*1.);
float gy = (np*-1. + zp*-2. + pp*-1. + nn*1. + zn*2. + pn*1.);
float gx = (np * -1. + nz * -2. + nn * -1. + pp * 1. + pz * 2. + pn * 1.);
float gy = (np * -1. + zp * -2. + pp * -1. + nn * 1. + zn * 2. + pn * 1.);
#else
// https://www.shadertoy.com/view/Wds3Rl
float gx = (np*-3. + nz*-10. + nn*-3. + pp*3. + pz*10. + pn*3.);
float gy = (np*-3. + zp*-10. + pp*-3. + nn*3. + zn*10. + pn*3.);
float gx = (np * -3. + nz * -10. + nn * -3. + pp * 3. + pz * 10. + pn * 3.);
float gy = (np * -3. + zp * -10. + pp * -3. + nn * 3. + zn * 10. + pn * 3.);
#endif
vec2 G = vec2(gx,gy);
vec2 G = vec2(gx, gy);
float grad = length(G);
@@ -62,49 +64,53 @@ vec4 sobel(vec2 fragCoord, vec2 dir){
}
// Make edge thinner.
vec2 hysteresisThr(vec2 fragCoord, float mn, float mx){
vec2 hysteresisThr(vec2 fragCoord, float mn, float mx) {
vec4 edge = sobel(fragCoord, vec2(0));
vec2 dir = vec2(cos(edge.w), sin(edge.w));
dir *= vec2(-1,1); // rotate 90 degrees.
dir *= vec2(-1, 1); // rotate 90 degrees.
vec4 edgep = sobel(fragCoord, dir);
vec4 edgen = sobel(fragCoord, -dir);
if(edge.z < edgep.z || edge.z < edgen.z ) edge.z = 0.;
if (edge.z < edgep.z || edge.z < edgen.z) edge.z = 0.;
return vec2(
(edge.z > mn) ? edge.z : 0.,
(edge.z > mx) ? edge.z : 0.
(edge.z > mn) ? edge.z : 0.,
(edge.z > mx) ? edge.z : 0.
);
}
float cannyEdge(vec2 fragCoord, float mn, float mx){
float cannyEdge(vec2 fragCoord, float mn, float mx) {
vec2 np = hysteresisThr(fragCoord + vec2(-1,+1), mn, mx);
vec2 zp = hysteresisThr(fragCoord + vec2( 0,+1), mn, mx);
vec2 pp = hysteresisThr(fragCoord + vec2(+1,+1), mn, mx);
vec2 np = hysteresisThr(fragCoord + vec2(-1, + 1), mn, mx);
vec2 zp = hysteresisThr(fragCoord + vec2(0, + 1), mn, mx);
vec2 pp = hysteresisThr(fragCoord + vec2(+ 1, + 1), mn, mx);
vec2 nz = hysteresisThr(fragCoord + vec2(-1, 0), mn, mx);
vec2 zz = hysteresisThr(fragCoord + vec2( 0, 0), mn, mx);
vec2 pz = hysteresisThr(fragCoord + vec2(+1, 0), mn, mx);
vec2 zz = hysteresisThr(fragCoord + vec2(0, 0), mn, mx);
vec2 pz = hysteresisThr(fragCoord + vec2(+ 1, 0), mn, mx);
vec2 nn = hysteresisThr(fragCoord + vec2(-1,-1), mn, mx);
vec2 zn = hysteresisThr(fragCoord + vec2( 0,-1), mn, mx);
vec2 pn = hysteresisThr(fragCoord + vec2(+1,-1), mn, mx);
vec2 nn = hysteresisThr(fragCoord + vec2(-1, -1), mn, mx);
vec2 zn = hysteresisThr(fragCoord + vec2(0, -1), mn, mx);
vec2 pn = hysteresisThr(fragCoord + vec2(+ 1, -1), mn, mx);
// np zp pp
// nz zz pz
// nn zn pn
//return min(1., step(1e-3, zz.x) * (zp.y + nz.y + pz.y + zn.y)*8.);
//return min(1., step(1e-3, zz.x) * (np.y + pp.y + nn.y + pn.y)*8.);
return min(1., step(1e-2, zz.x*8.) * smoothstep(.0, .3, np.y + zp.y + pp.y + nz.y + pz.y + nn.y + zn.y + pn.y)*8.);
return min(1., step(1e-2, zz.x * 8.) * smoothstep(.0, .3, np.y + zp.y + pp.y + nz.y + pz.y + nn.y + zn.y + pn.y) * 8.);
}
void main(){
void main() {
iResolution = vec2(textureSize(tex0, 0));
vec4 original = texture(tex0, v_texCoord0);
vec2 fragCoord = v_texCoord0 * iResolution;
float edge = cannyEdge(fragCoord, threshold0, threshold1);
o_output = mix(foregroundColor * foregroundOpacity, backgroundColor * backgroundOpacity, 1.-edge);
o_output = mix(original,
mix(foregroundColor * foregroundOpacity,
backgroundColor * backgroundOpacity, 1. - edge),
fade);
}

View File

@@ -8,27 +8,44 @@ uniform vec4 contourColor;
uniform float backgroundOpacity;
uniform int window;
uniform float bias;
uniform bool outputBands;
uniform float fade;
float calc_contour(vec2 uv) {
vec2 calc_contour(vec2 uv) {
vec4 box = texture(tex0, uv);
float v = sin(3.1415926535 * levels * (dot(vec3(1.0 / 3.0), box.xyz) + bias));
float level = floor((dot(vec3(1.0 / 3.0), box.xyz) + bias) * levels) / levels;
float level = floor((dot(vec3(1.0 / 3.0), box.xyz) + bias) * levels);
float contour = 1.0 - smoothstep(0., contourWidth, 0.5 * abs(v) / fwidth(v));
return contour;
return vec2(contour, level);
}
void main() {
vec2 step = 1.0 / vec2(textureSize(tex0, 0));
float contour = 0.0;
float weight = 0.0;
float level = 0.0;
for (int i = -window; i <= window; ++i) {
for (int j = -window; j <= window; ++j) {
contour += calc_contour(v_texCoord0 + step / (float(window) + 1.0) * vec2(float(i), float(j)));
vec2 c = calc_contour(v_texCoord0 + step / (float(window) + 1.0) * vec2(float(i), float(j)));
contour += c.x;
level += c.y;
weight += 1.0;
}
}
contour /= weight;
vec4 t = texture(tex0, v_texCoord0);
o_output = t * backgroundOpacity * (1.0 - contour) + contour * contourColor * contourOpacity * t.a;
if (outputBands) {
level /= weight;
level = 1.0 - max(0.0, fract(level / 2.0) * 2.0);
contour = level;
}
o_output = mix(t,
t * backgroundOpacity * (1.0 - contour) + contour * contourColor * contourOpacity * clamp(t.a, 0.0, 1.0),
fade);
}