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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-21 23:31:30 +11:00
add guest's toon shader and do some housekeeping on MMJ's cel
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shaders = 1
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shader0 = shaders/MMJ_Cel_Shader.slang
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shader0 = shaders/MMJ_Cel/MMJ_Cel_Shader.slang
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shaders = 4
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shader0 = shaders/MMJ_Cel_Shader_MP_Blur_H.slang
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shader0 = shaders/MMJ_Cel/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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shader1 = shaders/MMJ_Cel/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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shader2 = shaders/MMJ_Cel/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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shader3 = shaders/MMJ_Cel/MMJ_Cel_Shader_MP_Color.slang
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alias3 = MMJ_ColorPass
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3
cel/advcartoon.slangp
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3
cel/advcartoon.slangp
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shaders = 1
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shader0 = shaders/advcartoon.slang
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103
cel/shaders/advcartoon.slang
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103
cel/shaders/advcartoon.slang
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#version 450
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// Advanced Cartoon shader I and II
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// by guest(r) (guest.r@gmail.com)
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// license: GNU-GPL
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float border;
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float mute_colors;
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} params;
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#pragma parameter border "Toon Border Thickness" 1.0 0.0 4.0 0.5
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#pragma parameter mute_colors "Toon Mute Colors" 0.0 0.0 1.0 1.0
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vec2 OGL2Param = vec2(params.border, params.border);
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const float bb = 0.5; // effects black border sensitivity
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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[9];
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord[0] = TexCoord;
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float x = (params.SourceSize.z / 8.0)*OGL2Param.x;
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float y = (params.SourceSize.w / 8.0)*OGL2Param.y;
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vec2 dg1 = vec2( x,y);
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vec2 dg2 = vec2(-x,y);
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vec2 dx = vec2(x,0.0);
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vec2 dy = vec2(0.0,y);
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vTexCoord[1].xy = vTexCoord[0].xy - dy;
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vTexCoord[2].xy = vTexCoord[0].xy + dy;
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vTexCoord[3].xy = vTexCoord[0].xy - dx;
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vTexCoord[4].xy = vTexCoord[0].xy + dx;
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vTexCoord[5].xy = vTexCoord[0].xy - dg1;
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vTexCoord[6].xy = vTexCoord[0].xy + dg1;
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vTexCoord[7].xy = vTexCoord[0].xy - dg2;
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vTexCoord[8].xy = vTexCoord[0].xy + dg2;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord[9];
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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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vec3 c00 = texture(Source, vTexCoord[5].xy).xyz;
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vec3 c10 = texture(Source, vTexCoord[1].xy).xyz;
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vec3 c20 = texture(Source, vTexCoord[8].xy).xyz;
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vec3 c01 = texture(Source, vTexCoord[3].xy).xyz;
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vec3 c11 = texture(Source, vTexCoord[0].xy).xyz;
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vec3 c21 = texture(Source, vTexCoord[4].xy).xyz;
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vec3 c02 = texture(Source, vTexCoord[7].xy).xyz;
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vec3 c12 = texture(Source, vTexCoord[2].xy).xyz;
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vec3 c22 = texture(Source, vTexCoord[6].xy).xyz;
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vec3 dt = vec3(1.0,1.0,1.0);
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float d1=dot(abs(c00-c22),dt);
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float d2=dot(abs(c20-c02),dt);
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float hl=dot(abs(c01-c21),dt);
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float vl=dot(abs(c10-c12),dt);
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float d = bb*(d1+d2+hl+vl)/(dot(c11,dt)+0.15);
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float lc, f;
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vec3 frct;
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if(params.mute_colors < 0.5)
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{
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lc = 4.0*length(c11);
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f = fract(lc); f*=f;
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lc = 0.25*(floor(lc) + f*f)+0.05;
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c11 = 4.0*normalize(c11);
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vec3 frct = fract(c11); frct*=frct;
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c11 = floor(c11)+ 0.05*dt + frct*frct;
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FragColor.xyz = 0.25*lc*(1.1-d*sqrt(d))*c11;
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return;
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}
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else
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{
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lc = 5.0*length(c11);
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lc = 0.2*(floor(lc) + pow(fract(lc),4.0));
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c11 = 4.0*normalize(c11);
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frct = fract(c11); frct*=frct;
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c11 = floor(c11) + frct*frct;
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c11 = 0.25*(c11)*lc; lc*=0.577;
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c11 = mix(c11,lc*dt,lc);
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FragColor.xyz = (1.1-pow(d,1.5))*c11;
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}
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}
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@ -1 +0,0 @@
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