/* ############################################################################################ ColorSketch 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1335, USA. ############################################################################################*/ // NOTES: Set scaler to normal2x or any other 2x scaler (forced mode for hi-res) #include "shader.code" float scaling : SCALING = 0.1; string preprocessTechique : PREPROCESSTECHNIQUE = "AA"; string combineTechique : COMBINETECHNIQUE = "sketch"; 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*0.35; float dy = ps.y*0.35; 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; half3 pap = half3(0.83, 0.79, 0.63); half d1=dot(abs(c00-c22),dt); half d2=dot(abs(c20-c02),dt); half hl=dot(abs(c01-c21),dt); half vl=dot(abs(c10-c12),dt); half d = 0.55*(d1+d2+hl+vl)/(dot(c11+c10+c02+c22,dt)+0.3); d+= 0.5*pow(d,0.5); c11*= (1.0-0.6*d); d+=0.1; d = pow(d,1.25-1.25*min(2.0*d,1.0)); return half4 (d*c11 + (1.1-d)*pap,1); } technique AA { pass P0 { VertexShader = compile vs_2_0 PASS1_VERTEX(); PixelShader = compile ps_2_0 PASS1_FRAGMENT(); } } technique sketch { pass P0 { VertexShader = compile vs_2_0 PASS2_VERTEX(); PixelShader = compile ps_2_0 PASS2_FRAGMENT(); } }