mirror of
https://github.com/italicsjenga/slang-shaders.git
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120 lines
3.9 KiB
Plaintext
120 lines
3.9 KiB
Plaintext
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#version 450
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#pragma name MMJ_OutlinePass
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/*
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----------------------------------------------------------------
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MMJ's Cel Shader v2.0 - Multi-Pass
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----------------------------------------------------------------
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Parameters:
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-----------
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Outline Weight = Adjusts darkness of the outlines.
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At lower internal resolutions, smaller values work better to
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reduce the appearance of lines around individual areas of some
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textures. At higher internal resolutions, setting both a higher
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outline weight value plus increased blur factors will work
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together to thicken the appearance of the lines.
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----------------------------------------------------------------
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*/
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layout(push_constant) uniform Push
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{
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vec4 MMJ_BlurPass_VSize;
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float OutlineWeight;
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} params;
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#pragma parameter OutlineWeight "Outline Weight" 1.0 0.0 10.0 0.1
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#define MMJ_BlurPass_VSize params.MMJ_BlurPass_VSize
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#define OutlineWeight params.OutlineWeight
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 TEX0;
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layout(location = 2) out vec4 TEX1;
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layout(location = 3) out vec4 TEX2;
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layout(location = 4) out vec4 TEX3;
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layout(location = 5) out vec4 TEX4;
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layout(location = 6) out vec4 TEX5;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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TEX0 = vTexCoord.xyxy;
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vec4 offset;
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offset.xy = -(offset.zw = vec2(MMJ_BlurPass_VSize.z, 0.0));
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TEX1 = TEX0 + offset;
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TEX5 = TEX1 + offset;
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offset.xy = -(offset.zw = vec2(0.0, MMJ_BlurPass_VSize.w));
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TEX2 = TEX0 + offset;
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TEX3 = TEX1 + offset;
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TEX4 = TEX2 + offset;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 TEX0;
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layout(location = 2) in vec4 TEX1;
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layout(location = 3) in vec4 TEX2;
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layout(location = 4) in vec4 TEX3;
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layout(location = 5) in vec4 TEX4;
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layout(location = 6) in vec4 TEX5;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D MMJ_BlurPass_V;
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void main()
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{
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vec3 c00 = texture(MMJ_BlurPass_V, TEX3.xy).rgb;
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vec3 c01 = texture(MMJ_BlurPass_V, TEX2.xy).rgb;
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vec3 c02 = texture(MMJ_BlurPass_V, TEX3.zy).rgb;
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vec3 c03 = texture(MMJ_BlurPass_V, TEX1.xy).rgb;
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vec3 c04 = texture(MMJ_BlurPass_V, TEX0.xy).rgb;
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vec3 c05 = texture(MMJ_BlurPass_V, TEX1.zw).rgb;
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vec3 c06 = texture(MMJ_BlurPass_V, TEX3.xw).rgb;
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vec3 c07 = texture(MMJ_BlurPass_V, TEX2.zw).rgb;
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vec3 c08 = texture(MMJ_BlurPass_V, TEX3.zw).rgb;
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vec3 c09 = texture(MMJ_BlurPass_V, TEX4.xy).rgb;
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vec3 c10 = texture(MMJ_BlurPass_V, TEX4.zw).rgb;
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vec3 c11 = texture(MMJ_BlurPass_V, TEX5.xy).rgb;
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vec3 c12 = texture(MMJ_BlurPass_V, TEX5.zw).rgb;
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vec3 cNew = (c00 + c01 + c02 + c03 + c04 + c05 + c06 + c07 + c08 + c09 + c10 + c11 + c12) / 13.0;
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vec3 o = vec3(1.0), h = vec3(0.05), hz = h;
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float k = 0.005, kz = 0.007, i = 0.0;
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vec3 cz = (cNew + h) / (dot(o, cNew) + k);
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hz = (cz - ((c00 + h) / (dot(o, c00) + k))); i = kz / (dot(hz, hz) + kz);
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hz = (cz - ((c01 + h) / (dot(o, c01) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c02 + h) / (dot(o, c02) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c03 + h) / (dot(o, c03) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c05 + h) / (dot(o, c05) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c06 + h) / (dot(o, c06) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c07 + h) / (dot(o, c07) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c08 + h) / (dot(o, c08) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c09 + h) / (dot(o, c09) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c10 + h) / (dot(o, c10) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c11 + h) / (dot(o, c11) + k))); i += kz / (dot(hz, hz) + kz);
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hz = (cz - ((c12 + h) / (dot(o, c12) + k))); i += kz / (dot(hz, hz) + kz);
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i /= 12.0;
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i = pow(i, OutlineWeight);
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FragColor.rgb = vec3(i);
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}
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