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aurora.confighyprshaders05_sketch.glsl

89 lines · 3.3 KB · GLSL

1#version 300 es
2precision highp float;
3
4in vec2 v_texcoord;
5uniform sampler2D tex;
6out vec4 fragColor;
7
8// --- CONFIGURATION ---
9const float edge_threshold = 0.15; // Sensitivity (0.05-0.5) - lower = more edges
10const float edge_softness = 0.08; // Anti-aliasing amount
11const float line_thickness = 1.0; // 1.0 = normal, 2.0 = thicker
12const float line_darkness = 0.05; // 0.0 = pure black, higher = lighter
13const float paper_brightness = 0.98; // Paper color
14const float paper_grain = 0.03; // Paper texture intensity
15const float noise_reduction = 0.5; // Reduces speckles in smooth areas
16// ---------------------
17
18float luminance(vec3 color) {
19 return dot(color, vec3(0.2126, 0.7152, 0.0722));
20}
21
22float hash12(vec2 p) {
23 vec3 p3 = fract(vec3(p.xyx) * 0.1031);
24 p3 += dot(p3, p3.yzx + 33.33);
25 return fract((p3.x + p3.y) * p3.z);
26}
27
28// Sample luminance with bounds checking
29float sampleLum(vec2 uv) {
30 vec2 safe_uv = clamp(uv, 0.0, 1.0);
31 return luminance(texture(tex, safe_uv).rgb);
32}
33
34void main() {
35 vec2 screen_res = vec2(textureSize(tex, 0));
36 vec2 pixel_size = line_thickness / screen_res;
37 vec2 pixel_coords = v_texcoord * screen_res;
38
39 // Sobel kernel sampling with proper edge clamping
40 float tl = sampleLum(v_texcoord + vec2(-pixel_size.x, -pixel_size.y));
41 float t = sampleLum(v_texcoord + vec2( 0.0, -pixel_size.y));
42 float tr = sampleLum(v_texcoord + vec2( pixel_size.x, -pixel_size.y));
43 float l = sampleLum(v_texcoord + vec2(-pixel_size.x, 0.0));
44 float c = sampleLum(v_texcoord); // Center pixel
45 float r = sampleLum(v_texcoord + vec2( pixel_size.x, 0.0));
46 float bl = sampleLum(v_texcoord + vec2(-pixel_size.x, pixel_size.y));
47 float b = sampleLum(v_texcoord + vec2( 0.0, pixel_size.y));
48 float br = sampleLum(v_texcoord + vec2( pixel_size.x, pixel_size.y));
49
50 // Sobel operators
51 float Gx = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
52 float Gy = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
53 float gradient = sqrt(Gx * Gx + Gy * Gy);
54
55 // Calculate local variance for noise reduction
56 // (reduces speckles in smooth areas while preserving real edges)
57 float mean = (tl + t + tr + l + c + r + bl + b + br) / 9.0;
58 float variance = 0.0;
59 variance += (tl - mean) * (tl - mean);
60 variance += (t - mean) * (t - mean);
61 variance += (tr - mean) * (tr - mean);
62 variance += (l - mean) * (l - mean);
63 variance += (c - mean) * (c - mean);
64 variance += (r - mean) * (r - mean);
65 variance += (bl - mean) * (bl - mean);
66 variance += (b - mean) * (b - mean);
67 variance += (br - mean) * (br - mean);
68 variance = sqrt(variance / 9.0);
69
70 // Adaptive threshold: require stronger edges in noisy areas
71 float adaptive_threshold = edge_threshold + variance * noise_reduction;
72
73 // Smooth edge detection (anti-aliased)
74 float edge = smoothstep(
75 adaptive_threshold - edge_softness,
76 adaptive_threshold + edge_softness,
77 gradient
78 );
79
80 // Paper texture
81 float paper = paper_brightness;
82 paper -= hash12(pixel_coords * 0.4) * paper_grain;
83 paper -= hash12(pixel_coords * 2.1) * paper_grain * 0.4;
84
85 // Final blend
86 float final_value = mix(paper, line_darkness, edge);
87
88 fragColor = vec4(vec3(final_value), 1.0);
89}