Kuwahara
Local image processing technique used for noise reduction and edge preservation. It divides the image into quadrants, calculates the mean and variance of color values in each quadrant, and selects the quadrant with the minimum color variance. This results in a smoothed version of the original image.
Parameters
texture
Texture: The input texture to be filtered. Default: undefined
uTextureSize
Vec2: The size of the texture used for sampling neighboring pixels. Default: (0.0, 0.0)
Example
let layer,
bird,
kuwahara;
function preload() {
kuwahara = createShader(fip.defaultVert, fip.kuwahara); // Load the shader
bird = loadImage("bird.jpg");
}
function setup() {
createCanvas(600, 600, WEBGL); // Use WEBGL mode to use the shader
layer = createFramebuffer(); // Create a framebuffer to draw the image onto
}
function draw() {
background(0);
// Draw an image to a framebuffer
layer.begin();
clear();
scale(1, -1); // Flip the Y-axis to match the canvas (different coordinate system in framebuffer)
image(bird, -width / 2, -height / 2, width, height);
layer.end();
// Apply the shader
shader(kuwahara);
// Set the shader uniforms
kuwahara.setUniform("texture", layer.color); // Set the texture to apply the shader to
kuwahara.setUniform('uTextureSize', [width, height]); // Set the size of the texture used
rect(0, 0, width, height); // Draw a rectangle to apply the shader to
resetShader();
}