/* ############################################################################################ Cartoon shader - Copyright (C) 2013 guest(r) - guest.r@gmail.com ############################################################################################ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. ############################################################################################*/ // NOTES: Set scaler to normal2x or any other 2x scaler (forced mode for hi-res) const float cl = 9.0; const float max_outline = 0.70; #include "shader.code" float scaling : SCALING = 0.1; string preprocessTechique : PREPROCESSTECHNIQUE = "AA"; string combineTechique : COMBINETECHNIQUE = "cartoon"; VERTEX_STUFF0 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0) { VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0; float dx = ps.x; float dy = ps.y; OUT.coord = mul(float4(p,1),WorldViewProjection); OUT.CT = tc; OUT.t1.xy = tc + float2(-dx, 0); OUT.t2.xy = tc + float2( dx, 0); OUT.t3.xy = tc + float2( 0,-dy); OUT.t4.xy = tc + float2( 0, dy); OUT.t1.zw = tc + float2(-dx,-dy); OUT.t2.zw = tc + float2(-dx, dy); OUT.t3.zw = tc + float2( dx,-dy); OUT.t4.zw = tc + float2( dx, dy); return OUT; } // **PS** float4 PASS1_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR { half3 c00 = tex2D(s_l, VAR.t1.zw).xyz; half3 c10 = tex2D(s_l, VAR.t3.xy).xyz; half3 c20 = tex2D(s_l, VAR.t3.zw).xyz; half3 c01 = tex2D(s_l, VAR.t1.xy).xyz; half3 c11 = tex2D(s_l, VAR.CT).xyz; half3 c21 = tex2D(s_l, VAR.t2.xy).xyz; half3 c02 = tex2D(s_l, VAR.t2.zw).xyz; half3 c12 = tex2D(s_l, VAR.t4.xy).xyz; half3 c22 = tex2D(s_l, VAR.t4.zw).xyz; float d1=dot(abs(c00-c22),dt)+0.001; float d2=dot(abs(c20-c02),dt)+0.001; float hl=dot(abs(c01-c21),dt)+0.001; float vl=dot(abs(c10-c12),dt)+0.001; float md = d1+d2; float mc = hl+vl; hl*= md;vl*= md; d1*= mc;d2*= mc; float ww = d1+d2+hl+vl; return float4 ((hl*(c10+c12)+vl*(c01+c21)+d1*(c20+c02)+d2*(c00+c22)+ww*c11)/(3.0*ww),1); } VERTEX_STUFF0 PASS2_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0) { VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0; float dx = ps.x*0.5; float dy = ps.y*0.5; OUT.coord = mul(float4(p,1),WorldViewProjection); OUT.CT = tc; OUT.t1.xy = tc + float2(-dx, 0); OUT.t2.xy = tc + float2( dx, 0); OUT.t3.xy = tc + float2( 0,-dy); OUT.t4.xy = tc + float2( 0, dy); OUT.t1.zw = tc + float2(-dx,-dy); OUT.t2.zw = tc + float2(-dx, dy); OUT.t3.zw = tc + float2( dx,-dy); OUT.t4.zw = tc + float2( dx, dy); return OUT; } float4 PASS2_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR { half3 c00 = tex2D(w_l, VAR.t1.zw).xyz; half3 c10 = tex2D(w_l, VAR.t3.xy).xyz; half3 c20 = tex2D(w_l, VAR.t3.zw).xyz; half3 c01 = tex2D(w_l, VAR.t1.xy).xyz; half3 c11 = tex2D(w_l, VAR.CT).xyz; half3 c21 = tex2D(w_l, VAR.t2.xy).xyz; half3 c02 = tex2D(w_l, VAR.t2.zw).xyz; half3 c12 = tex2D(w_l, VAR.t4.xy).xyz; half3 c22 = tex2D(w_l, VAR.t4.zw).xyz; float d1=dot(abs(c00-c22),dt)+0.001; float d2=dot(abs(c20-c02),dt)+0.001; float hl=dot(abs(c01-c21),dt)+0.001; float vl=dot(abs(c10-c12),dt)+0.001; float d = max(max(d1,d2),max(hl,vl))/(length(0.20*(c11+c10+c01+c12+c21))+0.5); d = max(d-0.15,0.0)*1.25; float l = length(c11); l = l*cl; float f = frac(l); f = pow(f,5.0); l = (floor(l) + f)/cl; c11 = (1.1-min(d,max_outline))*normalize(c11)*l; return float4 (c11,1); } technique AA { pass P0 { VertexShader = compile vs_2_0 PASS1_VERTEX(); PixelShader = compile ps_2_0 PASS1_FRAGMENT(); } } technique cartoon { pass P0 { VertexShader = compile vs_2_0 PASS2_VERTEX(); PixelShader = compile ps_2_0 PASS2_FRAGMENT(); } }