#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); }