mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
120 lines
3.9 KiB
Plaintext
120 lines
3.9 KiB
Plaintext
#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);
|
|
} |