add MMJ's cel shader

This commit is contained in:
hunterk 2018-04-05 14:50:22 -05:00
parent cd75090db8
commit ab353d099a
2 changed files with 249 additions and 0 deletions

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shaders = 1
shader0 = shaders/MMJ_Cel_Shader.slang

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#version 450
/*
MMJ's Cel Shader - v1.03
----------------------------------------------------------------
-- 180403 --
This is a port of my old shader from around 2006 for Pete's OGL2
plugin for ePSXe. It started out as a shader based on the
"CComic" shader by Maruke. I liked his concept, but I was
looking for something a little different in the output.
Since the last release, I've seen some test screenshots from MAME
using a port of my original shader and have also seen another
port to get it working with the PCSX2 emulator. Having recently
seen some Kingdom Hearts II and Soul Calibur 3 YouTube videos with
my ported shader inspired me to revisit it and get it working in
RetroArch.
As for this version (1.03), I've made a few small modifications
(such as to remove the OGL2Param references, which were specific
to Pete's plugin) and I added some RetroArch Parameter support,
so some values can now be changed in real time.
Keep in mind, that this was originally developed for PS1, using
various 3D games as a test. In general, it will look better in
games with less detailed textures, as "busy" textures will lead
to more outlining / messy appearance. Increasing "Outline
Brightness" can help mitigate this some by lessening the
"strength" of the outlines.
Also (in regards to PS1 - I haven't really tested other systems
too much yet), 1x internal resolution will look terrible. 2x
will also probably be fairly blurry/messy-looking. For best
results, you should probably stick to 4x or higher internal
resolution with this shader.
Parameters:
-----------
White Level Cutoff = Anything above this luminance value will be
forced to pure white.
Black Level Cutoff = Anything below this luminance value will be
forced to pure black.
Shading Levels = Determines how many color "slices" there should
be (not counting black/white cutoffs, which are always
applied).
Saturation Modifier = Increase or decrease color saturation.
Default value boosts saturation a little for a more
cartoonish look. Set to 0.00 for grayscale.
Outline Brightness = Adjusts darkness of the outlines. At a
setting of 1, outlines should be disabled.
Shader Strength = Adjusts the weight of the color banding
portion of the shader from 0% (0.00) to 100% (1.00). At a
setting of 0.00, you can turn off the color banding effect
altogether, but still keep outlines enabled.
-----------
MMJuno
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float WhtCutoff;
float BlkCutoff;
float ShdLevels;
float SatModify;
float OtlModify;
float ShdWeight;
} params;
#pragma parameter WhtCutoff "White Level Cutoff" 0.97 0.50 1.00 0.01
#pragma parameter BlkCutoff "Black Level Cutoff" 0.03 0.00 0.50 0.01
#pragma parameter ShdLevels "Shading Levels" 9.0 1.0 16.0 1.0
#pragma parameter SatModify "Saturation Modifier" 1.15 0.00 2.00 0.01
#pragma parameter OtlModify "Outline Brightness" 0.20 0.00 1.00 0.01
#pragma parameter ShdWeight "Shader Strength" 0.50 0.00 1.00 0.01
#define WhtCutoff params.WhtCutoff
#define BlkCutoff params.BlkCutoff
#define ShdLevels params.ShdLevels
#define SatModify params.SatModify
#define OtlModify params.OtlModify
#define ShdWeight params.ShdWeight
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 TEX0;
layout(location = 2) out vec4 TEX1;
layout(location = 3) out vec4 TEX2;
layout(location = 4) out vec4 TEX3;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
TEX0 = vTexCoord.xyxy;
vec4 offset;
offset.xy = -(offset.zw = vec2(params.SourceSize.z, 0.0));
TEX1 = TEX0 + offset;
offset.xy = -(offset.zw = vec2(0.0, params.SourceSize.w));
TEX2 = TEX0 + offset;
TEX3 = TEX1 + offset;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 TEX0;
layout(location = 2) in vec4 TEX1;
layout(location = 3) in vec4 TEX2;
layout(location = 4) in vec4 TEX3;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec3 RGB2HSL(vec3 cRGB)
{
float cR = cRGB[0], cG = cRGB[1], cB = cRGB[2];
float vMin = min(min(cR, cG), cB), vMax = max(max(cR, cG), cB);
float dMax = vMax - vMin, vS = 0.0, vH = 0.0, vL = (vMax + vMin) / 2.0;
// gray, no chroma
if(dMax == 0.0) {
vH = 0.0; vS = vH;
// chromatic data
} else {
if(vL < 0.5) { vS = dMax / (vMax + vMin); }
else { vS = dMax / (2.0 - vMax - vMin); }
float dR = (((vMax - cR) * 0.1667) + (dMax * 0.5)) / dMax;
float dG = (((vMax - cG) * 0.1667) + (dMax * 0.5)) / dMax;
float dB = (((vMax - cB) * 0.1667) + (dMax * 0.5)) / dMax;
if (cR >= vMax) { vH = dB - dG; }
else if(cG >= vMax) { vH = 0.3333 + dR - dB; }
else if(cB >= vMax) { vH = 0.6667 + dG - dR; }
if (vH < 0.0) { vH += 1.0; }
else if(vH > 1.0) { vH -= 1.0; }
}
return vec3(vH, vS, vL);
}
float Hue2RGB(float v1, float v2, float vH)
{
float v3 = 0.0;
if (vH < 0.0) { vH += 1.0; }
else if(vH > 1.0) { vH -= 1.0; }
if ((6.0 * vH) < 1.0) { v3 = v1 + (v2 - v1) * 6.0 * vH; }
else if((2.0 * vH) < 1.0) { v3 = v2; }
else if((3.0 * vH) < 2.0) { v3 = v1 + (v2 - v1) * (0.6667 - vH) * 6.0; }
else { v3 = v1; }
return v3;
}
vec3 HSL2RGB(vec3 vHSL)
{
float cR = 0.0, cG = cR, cB = cR;
if(vHSL[1] == 0.0) {
cR = vHSL[2], cG = cR, cB = cR;
} else {
float v1 = 0.0, v2 = v1;
if(vHSL[2] < 0.5) { v2 = vHSL[2] * (1.0 + vHSL[1] ); }
else { v2 = (vHSL[2] + vHSL[1] ) - (vHSL[1] * vHSL[2] ); }
v1 = 2.0 * vHSL[2] - v2;
cR = Hue2RGB(v1, v2, vHSL[0] + 0.3333);
cG = Hue2RGB(v1, v2, vHSL[0] );
cB = Hue2RGB(v1, v2, vHSL[0] - 0.3333);
}
return vec3(cR, cG, cB);
}
vec3 colorAdjust(vec3 cRGB)
{
vec3 cHSL = RGB2HSL(cRGB);
float cr = 1.0 / ShdLevels;
// brightness modifier
float BrtModify = mod(cHSL[2], cr);
if (cHSL[2] > WhtCutoff) { cHSL[1] = 1.0; cHSL[2] = 1.0; }
else if(cHSL[2] > BlkCutoff) { cHSL[1] *= SatModify; cHSL[2] += (cHSL[2] * cr - BrtModify); }
else { cHSL[1] = 0.0; cHSL[2] = 0.0; }
cRGB = 1.2 * HSL2RGB(cHSL);
return cRGB;
}
void main()
{
vec3 c0 = texture(Source, TEX3.xy).rgb;
vec3 c1 = texture(Source, TEX2.xy).rgb;
vec3 c2 = texture(Source, TEX3.zy).rgb;
vec3 c3 = texture(Source, TEX1.xy).rgb;
vec3 c4 = texture(Source, TEX0.xy).rgb;
vec3 c5 = texture(Source, TEX1.zw).rgb;
vec3 c6 = texture(Source, TEX3.xw).rgb;
vec3 c7 = texture(Source, TEX2.zw).rgb;
vec3 c8 = texture(Source, TEX3.zw).rgb;
vec3 c9 = ((c0 + c2 + c6 + c8) * 0.15 + (c1 + c3 + c5 + c7) * 0.25 + c4) / 2.6;
vec3 o = vec3(1.0); vec3 h = vec3(0.05); vec3 hz = h; float k = 0.005;
float kz = 0.007; float i = 0.0;
vec3 cz = (c9 + h) / (dot(o, c9) + k);
hz = (cz - ((c0 + h) / (dot(o, c0) + k))); i = kz / (dot(hz, hz) + kz);
hz = (cz - ((c1 + h) / (dot(o, c1) + k))); i += kz / (dot(hz, hz) + kz);
hz = (cz - ((c2 + h) / (dot(o, c2) + k))); i += kz / (dot(hz, hz) + kz);
hz = (cz - ((c3 + h) / (dot(o, c3) + k))); i += kz / (dot(hz, hz) + kz);
hz = (cz - ((c5 + h) / (dot(o, c5) + k))); i += kz / (dot(hz, hz) + kz);
hz = (cz - ((c6 + h) / (dot(o, c6) + k))); i += kz / (dot(hz, hz) + kz);
hz = (cz - ((c7 + h) / (dot(o, c7) + k))); i += kz / (dot(hz, hz) + kz);
hz = (cz - ((c8 + h) / (dot(o, c8) + k))); i += kz / (dot(hz, hz) + kz);
i /= 8.0; i = pow(i, 0.75);
if(i < OtlModify) { i = OtlModify; }
c9 = min(o, min(c9, c9 + dot(o, c9)));
FragColor.rgb = mix(c4 * i, colorAdjust(c9 * i), ShdWeight);
}