mirror of
https://github.com/joncampbell123/dosbox-x.git
synced 2025-05-08 19:32:39 +08:00
160 lines
4.3 KiB
HLSL
160 lines
4.3 KiB
HLSL
/* ############################################################################################
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Cartoon shader - Copyright (C) 2013 guest(r) - guest.r@gmail.com
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############################################################################################
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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############################################################################################*/
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// NOTES: Set scaler to normal2x or any other 2x scaler (forced mode for hi-res)
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const float cl = 9.0;
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const float max_outline = 0.70;
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#include "shader.code"
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float scaling : SCALING = 0.1;
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string preprocessTechique : PREPROCESSTECHNIQUE = "AA";
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string combineTechique : COMBINETECHNIQUE = "cartoon";
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VERTEX_STUFF0 PASS1_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
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float dx = ps.x;
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float dy = ps.y;
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OUT.coord = mul(float4(p,1),WorldViewProjection);
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OUT.CT = tc;
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OUT.t1.xy = tc + float2(-dx, 0);
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OUT.t2.xy = tc + float2( dx, 0);
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OUT.t3.xy = tc + float2( 0,-dy);
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OUT.t4.xy = tc + float2( 0, dy);
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OUT.t1.zw = tc + float2(-dx,-dy);
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OUT.t2.zw = tc + float2(-dx, dy);
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OUT.t3.zw = tc + float2( dx,-dy);
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OUT.t4.zw = tc + float2( dx, dy);
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return OUT;
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}
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// **PS**
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float4 PASS1_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
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{
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half3 c00 = tex2D(s_l, VAR.t1.zw).xyz;
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half3 c10 = tex2D(s_l, VAR.t3.xy).xyz;
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half3 c20 = tex2D(s_l, VAR.t3.zw).xyz;
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half3 c01 = tex2D(s_l, VAR.t1.xy).xyz;
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half3 c11 = tex2D(s_l, VAR.CT).xyz;
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half3 c21 = tex2D(s_l, VAR.t2.xy).xyz;
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half3 c02 = tex2D(s_l, VAR.t2.zw).xyz;
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half3 c12 = tex2D(s_l, VAR.t4.xy).xyz;
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half3 c22 = tex2D(s_l, VAR.t4.zw).xyz;
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float d1=dot(abs(c00-c22),dt)+0.001;
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float d2=dot(abs(c20-c02),dt)+0.001;
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float hl=dot(abs(c01-c21),dt)+0.001;
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float vl=dot(abs(c10-c12),dt)+0.001;
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float md = d1+d2; float mc = hl+vl;
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hl*= md;vl*= md; d1*= mc;d2*= mc;
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float ww = d1+d2+hl+vl;
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return float4 ((hl*(c10+c12)+vl*(c01+c21)+d1*(c20+c02)+d2*(c00+c22)+ww*c11)/(3.0*ww),1);
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}
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VERTEX_STUFF0 PASS2_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF0 OUT = (VERTEX_STUFF0)0;
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float dx = ps.x*0.5;
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float dy = ps.y*0.5;
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OUT.coord = mul(float4(p,1),WorldViewProjection);
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OUT.CT = tc;
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OUT.t1.xy = tc + float2(-dx, 0);
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OUT.t2.xy = tc + float2( dx, 0);
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OUT.t3.xy = tc + float2( 0,-dy);
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OUT.t4.xy = tc + float2( 0, dy);
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OUT.t1.zw = tc + float2(-dx,-dy);
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OUT.t2.zw = tc + float2(-dx, dy);
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OUT.t3.zw = tc + float2( dx,-dy);
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OUT.t4.zw = tc + float2( dx, dy);
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return OUT;
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}
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float4 PASS2_FRAGMENT ( in VERTEX_STUFF0 VAR ) : COLOR
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{
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half3 c00 = tex2D(w_l, VAR.t1.zw).xyz;
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half3 c10 = tex2D(w_l, VAR.t3.xy).xyz;
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half3 c20 = tex2D(w_l, VAR.t3.zw).xyz;
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half3 c01 = tex2D(w_l, VAR.t1.xy).xyz;
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half3 c11 = tex2D(w_l, VAR.CT).xyz;
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half3 c21 = tex2D(w_l, VAR.t2.xy).xyz;
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half3 c02 = tex2D(w_l, VAR.t2.zw).xyz;
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half3 c12 = tex2D(w_l, VAR.t4.xy).xyz;
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half3 c22 = tex2D(w_l, VAR.t4.zw).xyz;
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float d1=dot(abs(c00-c22),dt)+0.001;
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float d2=dot(abs(c20-c02),dt)+0.001;
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float hl=dot(abs(c01-c21),dt)+0.001;
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float vl=dot(abs(c10-c12),dt)+0.001;
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float d = max(max(d1,d2),max(hl,vl))/(length(0.20*(c11+c10+c01+c12+c21))+0.5);
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d = max(d-0.15,0.0)*1.25;
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float l = length(c11);
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l = l*cl;
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float f = frac(l); f = pow(f,5.0);
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l = (floor(l) + f)/cl;
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c11 = (1.1-min(d,max_outline))*normalize(c11)*l;
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return float4 (c11,1);
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}
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technique AA
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{
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pass P0
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{
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VertexShader = compile vs_2_0 PASS1_VERTEX();
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PixelShader = compile ps_2_0 PASS1_FRAGMENT();
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}
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}
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technique cartoon
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{
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pass P0
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{
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VertexShader = compile vs_2_0 PASS2_VERTEX();
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PixelShader = compile ps_2_0 PASS2_FRAGMENT();
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}
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}
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