new shaders

This commit is contained in:
Luca 2025-01-07 17:11:41 +01:00
parent c4115b3569
commit 7ada6a0f2c
24 changed files with 567 additions and 124 deletions

View file

@ -0,0 +1,51 @@
shader_type spatial;
render_mode unshaded;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, repeat_disable, filter_nearest;
vec3 convolution(sampler2D tex, vec2 uv, vec2 pixel_size) {
vec3 conv = vec3(0.0, 0.0, 0.0);
for (int row = 0; row < 3; row++) {
for (int col = 0; col < 3; col++) {
conv += texture(tex, uv + vec2(float(col - 1), float(row - 1)) * pixel_size).rgb;
}
}
return conv;
}
void fragment() {
// All surrounding pixels
vec3 pixels[9];
// [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 = SCREEN_UV + vec2(float(col - 1), float(row - 1)) * 1.0 / VIEWPORT_SIZE;// SCREEN_PIXEL_SIZE;
pixels[row * 3 + col] = convolution(SCREEN_TEXTURE, uv, 1.0 / VIEWPORT_SIZE); //SCREEN_PIXEL_SIZE);
}
}
// Apply Sobel Operator
// Sobel Edge Horizontal
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
);
// Sobel Edge Vertical
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);
float alpha = sobel.r + sobel.g + sobel.b;
alpha /= 3.0;
ALPHA = alpha;
ALBEDO = sobel;
}