mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
103 lines
2.8 KiB
Plaintext
103 lines
2.8 KiB
Plaintext
#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;
|
|
}
|
|
} |