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https://github.com/italicsjenga/slang-shaders.git
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Merge pull request #86 from MMJuno/master
Cel Shader - Multipass Version
This commit is contained in:
commit
6aa32bd3cc
13
cel/MMJ_Cel_Shader_MP.slangp
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cel/MMJ_Cel_Shader_MP.slangp
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shaders = 4
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shader0 = shaders/MMJ_Cel_Shader_MP_Blur_H.slang
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alias0 = MMJ_BlurPass_H
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shader1 = shaders/MMJ_Cel_Shader_MP_Blur_V.slang
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alias1 = MMJ_BlurPass_V
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shader2 = shaders/MMJ_Cel_Shader_MP_Outline.slang
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alias2 = MMJ_OutlinePass
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shader3 = shaders/MMJ_Cel_Shader_MP_Color.slang
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alias3 = MMJ_ColorPass
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65
cel/shaders/MMJ_Cel_Shader_MP_Blur_H.slang
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cel/shaders/MMJ_Cel_Shader_MP_Blur_H.slang
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#version 450
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#pragma name MMJ_BlurPass_H
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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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Based on the original blur-gauss-h shader code.
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Used to blur the outlines, which is helpful at higher internal
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resolution settings to increase the line thickness.
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Parameters:
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-----------
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Blur Weight - Horizontal = Adjusts horizontal blur factor.
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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 SourceSize;
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float BlurWeightH;
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} params;
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#pragma parameter BlurWeightH "Blur Weight - Horizontal" 0.0 0.0 16.0 1.0
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#define SourceSize params.SourceSize
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#define BlurWeightH params.BlurWeightH
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 PIXEL_SIZE = SourceSize.zw;
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vec4 C = texture(Source, vTexCoord);
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float L = 0.0, J = 0.0;
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for(int i = 1; i <= BlurWeightH; ++i) {
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L = 1.0 / i;
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J = 0.5 * i * PIXEL_SIZE.x;
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C = mix(C, mix(texture(Source, vTexCoord + vec2(J, 0.0)), texture(Source, vTexCoord - vec2(J, 0.0)), 0.5), L);
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}
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FragColor = C;
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}
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67
cel/shaders/MMJ_Cel_Shader_MP_Blur_V.slang
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cel/shaders/MMJ_Cel_Shader_MP_Blur_V.slang
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#version 450
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#pragma name MMJ_BlurPass_V
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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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Based on the original blur-gauss-v shader code.
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Used to blur the outlines, which is helpful at higher internal
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resolution settings to increase the line thickness.
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Parameters:
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-----------
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Blur Weight - Vertical = Adjusts vertical blur factor.
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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_HSize;
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vec4 OriginalSize;
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float BlurWeightV;
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} params;
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#pragma parameter BlurWeightV "Blur Weight - Vertical" 0.0 0.0 16.0 1.0
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#define MMJ_BlurPass_HSize params.MMJ_BlurPass_HSize
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#define OriginalSize params.OriginalSize
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#define BlurWeightV params.BlurWeightV
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D MMJ_BlurPass_H;
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void main()
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{
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vec2 PIXEL_SIZE = OriginalSize.zw;
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vec4 C = texture(MMJ_BlurPass_H, vTexCoord);
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float L = 0.0, J = 0.0;
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for(int i = 1; i <= BlurWeightV; ++i) {
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L = 1.0 / i;
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J = 0.5 * i * PIXEL_SIZE.y;
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C = mix(C, mix(texture(MMJ_BlurPass_H, vTexCoord + vec2(0.0, J)), texture(MMJ_BlurPass_H, vTexCoord - vec2(0.0, J)), 0.5), L);
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}
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FragColor = C;
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}
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152
cel/shaders/MMJ_Cel_Shader_MP_Color.slang
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cel/shaders/MMJ_Cel_Shader_MP_Color.slang
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#version 450
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#pragma name MMJ_ColorPass
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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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Color Saturation = Increase or decrease color saturation.
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Color Levels = Determines number of color "bands".
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Color Weight = Changes the strength of the color adjustments.
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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_OutlineSize;
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vec4 OriginalSize;
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float ColorLevels;
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float ColorSaturation;
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float ColorWeight;
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} params;
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#pragma parameter ColorLevels "Color Levels" 12.0 1.0 32.0 1.0
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#pragma parameter ColorSaturation "Color Saturation" 1.15 0.00 2.00 0.05
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#pragma parameter ColorWeight "Color Weight" 0.50 0.00 1.00 0.05
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#define MMJ_OutlineSize params.MMJ_OutlineSize
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#define OriginalSize params.OriginalSize
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#define ColorLevels params.ColorLevels
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#define ColorSaturation params.ColorSaturation
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#define ColorWeight params.ColorWeight
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Original;
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layout(set = 0, binding = 3) uniform sampler2D MMJ_OutlinePass;
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vec3 RGB2HSL(vec3 cRGB)
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{
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float cR = cRGB[0], cG = cRGB[1], cB = cRGB[2];
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float vMin = min(min(cR, cG), cB), vMax = max(max(cR, cG), cB);
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float dMax = vMax - vMin, vS = 0.0, vH = 0.0, vL = (vMax + vMin) / 2.0;
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// gray, no chroma
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if(dMax == 0.0) {
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vH = 0.0; vS = vH;
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// chromatic data
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} else {
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if(vL < 0.5) { vS = dMax / (vMax + vMin); }
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else { vS = dMax / (2.0 - vMax - vMin); }
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float dR = (((vMax - cR) * 0.1667) + (dMax * 0.5)) / dMax;
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float dG = (((vMax - cG) * 0.1667) + (dMax * 0.5)) / dMax;
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float dB = (((vMax - cB) * 0.1667) + (dMax * 0.5)) / dMax;
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if (cR >= vMax) { vH = dB - dG; }
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else if(cG >= vMax) { vH = 0.3333 + dR - dB; }
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else if(cB >= vMax) { vH = 0.6667 + dG - dR; }
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if (vH < 0.0) { vH += 1.0; }
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else if(vH > 1.0) { vH -= 1.0; }
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}
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return vec3(vH, vS, vL);
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}
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float Hue2RGB(float v1, float v2, float vH)
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{
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float v3 = 0.0;
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if (vH < 0.0) { vH += 1.0; }
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else if(vH > 1.0) { vH -= 1.0; }
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if ((6.0 * vH) < 1.0) { v3 = v1 + (v2 - v1) * 6.0 * vH; }
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else if((2.0 * vH) < 1.0) { v3 = v2; }
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else if((3.0 * vH) < 2.0) { v3 = v1 + (v2 - v1) * (0.6667 - vH) * 6.0; }
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else { v3 = v1; }
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return v3;
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}
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vec3 HSL2RGB(vec3 vHSL)
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{
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float cR = 0.0, cG = cR, cB = cR;
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if(vHSL[1] == 0.0) {
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cR = vHSL[2], cG = cR, cB = cR;
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} else {
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float v1 = 0.0, v2 = v1;
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if(vHSL[2] < 0.5) { v2 = vHSL[2] * (1.0 + vHSL[1] ); }
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else { v2 = (vHSL[2] + vHSL[1] ) - (vHSL[1] * vHSL[2] ); }
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v1 = 2.0 * vHSL[2] - v2;
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cR = Hue2RGB(v1, v2, vHSL[0] + 0.3333);
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cG = Hue2RGB(v1, v2, vHSL[0] );
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cB = Hue2RGB(v1, v2, vHSL[0] - 0.3333);
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}
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return vec3(cR, cG, cB);
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}
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vec3 colorAdjust(vec3 cRGB)
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{
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vec3 cHSL = RGB2HSL(cRGB);
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float cr = 1.0 / ColorLevels;
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// brightness modifier
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float BrtModify = mod(cHSL[2], cr);
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cHSL[1] *= ColorSaturation;
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cHSL[2] += (cHSL[2] * cr - BrtModify);
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cRGB = 1.2 * HSL2RGB(cHSL);
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return cRGB;
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}
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void main()
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{
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vec3 cOriginal = texture(Original, vTexCoord).rgb;
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vec3 cOutline = texture(MMJ_OutlinePass, vTexCoord).rgb;
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vec3 cNew = cOriginal;
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cNew = min(vec3(1.0), min(cNew, cNew + dot(vec3(1.0), cNew)));
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FragColor.rgb = mix(cOriginal * cOutline, colorAdjust(cNew * cOutline), ColorWeight);
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}
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120
cel/shaders/MMJ_Cel_Shader_MP_Outline.slang
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120
cel/shaders/MMJ_Cel_Shader_MP_Outline.slang
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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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