#version 450 // Advanced Cartoon shader I and II // by guest(r) (guest.r@gmail.com) // license: GNU-GPL layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float border; float mute_colors; } params; #pragma parameter border "Toon Border Thickness" 1.0 0.0 4.0 0.5 #pragma parameter mute_colors "Toon Mute Colors" 0.0 0.0 1.0 1.0 vec2 OGL2Param = vec2(params.border, params.border); const float bb = 0.5; // effects black border sensitivity 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[9]; void main() { gl_Position = global.MVP * Position; vTexCoord[0] = TexCoord; float x = (params.SourceSize.z / 8.0)*OGL2Param.x; float y = (params.SourceSize.w / 8.0)*OGL2Param.y; vec2 dg1 = vec2( x,y); vec2 dg2 = vec2(-x,y); vec2 dx = vec2(x,0.0); vec2 dy = vec2(0.0,y); vTexCoord[1].xy = vTexCoord[0].xy - dy; vTexCoord[2].xy = vTexCoord[0].xy + dy; vTexCoord[3].xy = vTexCoord[0].xy - dx; vTexCoord[4].xy = vTexCoord[0].xy + dx; vTexCoord[5].xy = vTexCoord[0].xy - dg1; vTexCoord[6].xy = vTexCoord[0].xy + dg1; vTexCoord[7].xy = vTexCoord[0].xy - dg2; vTexCoord[8].xy = vTexCoord[0].xy + dg2; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord[9]; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 c00 = texture(Source, vTexCoord[5].xy).xyz; vec3 c10 = texture(Source, vTexCoord[1].xy).xyz; vec3 c20 = texture(Source, vTexCoord[8].xy).xyz; vec3 c01 = texture(Source, vTexCoord[3].xy).xyz; vec3 c11 = texture(Source, vTexCoord[0].xy).xyz; vec3 c21 = texture(Source, vTexCoord[4].xy).xyz; vec3 c02 = texture(Source, vTexCoord[7].xy).xyz; vec3 c12 = texture(Source, vTexCoord[2].xy).xyz; vec3 c22 = texture(Source, vTexCoord[6].xy).xyz; vec3 dt = vec3(1.0,1.0,1.0); float d1=dot(abs(c00-c22),dt); float d2=dot(abs(c20-c02),dt); float hl=dot(abs(c01-c21),dt); float vl=dot(abs(c10-c12),dt); float d = bb*(d1+d2+hl+vl)/(dot(c11,dt)+0.15); float lc, f; vec3 frct; if(params.mute_colors < 0.5) { lc = 4.0*length(c11); f = fract(lc); f*=f; lc = 0.25*(floor(lc) + f*f)+0.05; c11 = 4.0*normalize(c11); vec3 frct = fract(c11); frct*=frct; c11 = floor(c11)+ 0.05*dt + frct*frct; FragColor.xyz = 0.25*lc*(1.1-d*sqrt(d))*c11; return; } else { lc = 5.0*length(c11); lc = 0.2*(floor(lc) + pow(fract(lc),4.0)); c11 = 4.0*normalize(c11); frct = fract(c11); frct*=frct; c11 = floor(c11) + frct*frct; c11 = 0.25*(c11)*lc; lc*=0.577; c11 = mix(c11,lc*dt,lc); FragColor.xyz = (1.1-pow(d,1.5))*c11; } }