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authordegasus <wickmarkus@web.de>2013-03-11 00:47:43 +0100
committerdegasus <wickmarkus@web.de>2013-03-11 00:47:43 +0100
commitb43c2e4d13f2db81af291404766d720c729e1bf6 (patch)
treeb2ae6f04a03fcfcbdefc3471af3a2c58cef6d36a /Data
parent2c9c4d0f011c9871c111333de15543f9e81c0a75 (diff)
use correct color in ascii ari shader
still slow as hell, but it looks much nicer sorry neobrain :-P
Diffstat (limited to 'Data')
-rw-r--r--Data/User/Shaders/asciiart.txt86
1 files changed, 61 insertions, 25 deletions
diff --git a/Data/User/Shaders/asciiart.txt b/Data/User/Shaders/asciiart.txt
index 269163f89f..3f9ff03966 100644
--- a/Data/User/Shaders/asciiart.txt
+++ b/Data/User/Shaders/asciiart.txt
@@ -4,6 +4,7 @@ uniform sampler2D samp9;
const int char_width = 8;
const int char_height = 13;
const int char_count = 95;
+const int char_pixels = char_width*char_height;
const vec2 char_dim = vec2(char_width, char_height);
const vec2 font_scale = vec2(1.0/char_width/char_count, 1.0/char_height);
@@ -17,43 +18,78 @@ void main()
vec2 char_pos = floor(uv0*resolution.xy/char_dim);
vec2 pixel_offset = floor(uv0*resolution.xy) - char_pos*char_dim;
- float minc = 0;
- float mindiff = char_width*char_height*100;
- float diffsum[char_count];
-
- vec4 color_avg = vec4(0.0, 0.0, 0.0, 0.0);
+ float mindiff = char_width*char_height*100; // just a big number
+ float minc = 0.0;
+ vec4 mina = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 minb = vec4(0.0, 0.0, 0.0, 0.0);
for(int i=0; i<char_count; i++) {
- diffsum[i] = 0.0;
- }
- for(int x=0; x<char_width; x++) {
- for(int y=0; y<char_height; y++) {
- vec2 tex_pos = char_pos*char_dim + vec2(x,y) + 0.5;
- vec4 tex = texture(samp9, tex_pos * resolution.zw);
- float tex_f = (tex.x + tex.y + tex.z)/3;
- color_avg += tex;
+ vec4 ff = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 f = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 ft = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 t = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 tt = vec4(0.0, 0.0, 0.0, 0.0);
+
+ for(int x=0; x<char_width; x++) {
+ for(int y=0; y<char_height; y++) {
+
+ vec2 tex_pos = char_pos*char_dim + vec2(x,y) + 0.5;
+ vec4 tex = texture(samp9, tex_pos * resolution.zw);
- for(int i=0; i<char_count; i++) {
vec2 font_pos = vec2(x+i*char_width, y) + 0.5;
-
vec4 font = texture(samp8, font_pos * font_scale);
- float font_f = font.x;
- float diff = (font_f-tex_f)*(font_f-tex_f);
- diffsum[i] = diffsum[i] + diff;
+ // generates sum of texture and font and their squares
+ ff += font*font;
+ f += font;
+ ft += font*tex;
+ t += tex;
+ tt += tex*tex;
}
}
- }
- for(int i=0; i<char_count; i++) {
- if(diffsum[i] < mindiff) {
- mindiff = diffsum[i];
+
+ /*
+ The next lines are a bit harder, hf :-)
+
+ The idea is to find the perfect char with the perfect background color and the perfect font color.
+ As this is an equation with three unknowns, we can't just try all chars and color combinations.
+
+ As criterion how "perfect" the selection is, we compare the "mean squared error" of the resulted colors of all chars.
+ So, now the big issue: how to calculate the MSE without knowing the two colors ...
+
+ In the next steps, "a" is the font color, "b" is the background color, "f" is the font value at this pixel, "t" is the texture value
+
+ So the square error of one pixel is:
+ e = ( t - a⋅f - b⋅(1-f) ) ^ 2
+
+ In longer:
+ e = a^2⋅f^2 - 2⋅a⋅b⋅f^2 + 2⋅a⋅b⋅f - 2⋅a⋅f⋅t + b^2⋅f^2 - 2⋅b^2⋅f + b^2 + 2⋅b⋅f⋅t - 2⋅b⋅t + t^2
+
+ The sum of all errors is: (as shortcut, ff,f,ft,t,tt are now the sums like declared above, sum(1) is the count of pixels)
+ sum(e) = a^2⋅ff - 2⋅a^2⋅ff + 2⋅a⋅b⋅f - 2⋅a⋅ft + b^2⋅ff - 2⋅b^2⋅f + b^2⋅sum(1) + 2⋅b⋅ft - 2⋅b⋅t + tt
+
+ To find the minimum, we have to derive this by "a" and "b":
+ d/da sum(e) = 2⋅a⋅ff + 2⋅b⋅f - 2⋅b⋅ff - 2⋅ft
+ d/db sum(e) = 2⋅a⋅f - 2⋅a⋅ff - 4⋅b⋅f + 2⋅b⋅ff + 2⋅b⋅sum(1) + 2⋅ft - 2⋅t
+
+ So, both equations must be zero at minimum and there is only one solution.
+ */
+ vec4 a = (f*ft - ff*t + f*t - ft*char_pixels) / (f*f - ff*char_pixels);
+ vec4 b = (f*ft - ff*t) / (f*f - ff*char_pixels);
+
+ vec4 diff = a*a*ff + 2.0*a*b*f - 2.0*a*b*ff - 2.0*a*ft + b*b *(-2.0*f + ff + char_pixels) + 2.0*b*ft - 2.0*b*t + tt;
+ float diff_f = dot(diff, vec4(1.0, 1.0, 1.0, 1.0));
+
+ if(diff_f < mindiff) {
+ mindiff = diff_f;
minc = i;
+ mina = a;
+ minb = b;
}
}
- color_avg /= char_width*char_height;
-
vec2 font_pos_res = vec2(minc*char_width, 0) + pixel_offset + 0.5;
- ocol0 = color_avg * texture(samp8, font_pos_res * font_scale);
+ vec4 col = texture(samp8, font_pos_res * font_scale);
+ ocol0 = mina * col + minb * (vec4(1.0,1.0,1.0,1.0) - col);
} \ No newline at end of file