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Initial version for trying to split up the shader to multi-pass in order to allow further adjustments of the outlines. Higher outline blur and weight settings will thicken up the lines for higher internal resolutions.
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MMJuno 2018-04-24 02:24:04 -04:00 committed by GitHub
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#version 450
#pragma name MMJ_BlurPass_H
/*
----------------------------------------------------------------
MMJ's Cel Shader v2.0 - Multi-Pass
----------------------------------------------------------------
Based on the original blur-gauss-h shader code.
Used to blur the outlines, which is helpful at higher internal
resolution settings to increase the line thickness.
Parameters:
-----------
Blur Weight - Horizontal = Adjusts horizontal blur factor.
----------------------------------------------------------------
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
float BlurWeightH;
} params;
#pragma parameter BlurWeightH "Blur Weight - Horizontal" 0.0 0.0 16.0 1.0
#define SourceSize params.SourceSize
#define BlurWeightH params.BlurWeightH
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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 PIXEL_SIZE = SourceSize.zw;
vec4 C = texture(Source, vTexCoord);
float L = 0.0, J = 0.0;
for(int i = 1; i <= BlurWeightH; ++i) {
L = 1.0 / i;
J = 0.5 * i * PIXEL_SIZE.x;
C = mix(C, mix(texture(Source, vTexCoord + vec2(J, 0.0)), texture(Source, vTexCoord - vec2(J, 0.0)), 0.5), L);
}
FragColor = C;
}

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#version 450
#pragma name MMJ_BlurPass_V
/*
----------------------------------------------------------------
MMJ's Cel Shader v2.0 - Multi-Pass
----------------------------------------------------------------
Based on the original blur-gauss-v shader code.
Used to blur the outlines, which is helpful at higher internal
resolution settings to increase the line thickness.
Parameters:
-----------
Blur Weight - Vertical = Adjusts vertical blur factor.
----------------------------------------------------------------
*/
layout(push_constant) uniform Push
{
vec4 MMJ_BlurPass_HSize;
vec4 OriginalSize;
float BlurWeightV;
} params;
#pragma parameter BlurWeightV "Blur Weight - Vertical" 0.0 0.0 16.0 1.0
#define MMJ_BlurPass_HSize params.MMJ_BlurPass_HSize
#define OriginalSize params.OriginalSize
#define BlurWeightV params.BlurWeightV
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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D MMJ_BlurPass_H;
void main()
{
vec2 PIXEL_SIZE = OriginalSize.zw;
vec4 C = texture(MMJ_BlurPass_H, vTexCoord);
float L = 0.0, J = 0.0;
for(int i = 1; i <= BlurWeightV; ++i) {
L = 1.0 / i;
J = 0.5 * i * PIXEL_SIZE.y;
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);
}
FragColor = C;
}

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#version 450
#pragma name MMJ_ColorPass
/*
----------------------------------------------------------------
MMJ's Cel Shader v2.0 - Multi-Pass
----------------------------------------------------------------
Parameters:
-----------
Color Saturation = Increase or decrease color saturation.
Color Levels = Determines number of color "bands".
Color Weight = Changes the strength of the color adjustments.
----------------------------------------------------------------
*/
layout(push_constant) uniform Push
{
vec4 MMJ_OutlineSize;
vec4 OriginalSize;
float ColorLevels;
float ColorSaturation;
float ColorWeight;
} params;
#pragma parameter ColorLevels "Color Levels" 12.0 1.0 32.0 1.0
#pragma parameter ColorSaturation "Color Saturation" 1.15 0.00 2.00 0.05
#pragma parameter ColorWeight "Color Weight" 0.50 0.00 1.00 0.05
#define MMJ_OutlineSize params.MMJ_OutlineSize
#define OriginalSize params.OriginalSize
#define ColorLevels params.ColorLevels
#define ColorSaturation params.ColorSaturation
#define ColorWeight params.ColorWeight
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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Original;
layout(set = 0, binding = 3) uniform sampler2D MMJ_OutlinePass;
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 / ColorLevels;
// brightness modifier
float BrtModify = mod(cHSL[2], cr);
cHSL[1] *= ColorSaturation;
cHSL[2] += (cHSL[2] * cr - BrtModify);
cRGB = 1.2 * HSL2RGB(cHSL);
return cRGB;
}
void main()
{
vec3 cOriginal = texture(Original, vTexCoord).rgb;
vec3 cOutline = texture(MMJ_OutlinePass, vTexCoord).rgb;
vec3 cNew = cOriginal;
cNew = min(vec3(1.0), min(cNew, cNew + dot(vec3(1.0), cNew)));
FragColor.rgb = mix(cOriginal * cOutline, colorAdjust(cNew * cOutline), ColorWeight);
}

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