dosbox-x/shaders/Cartoon.fx

160 lines
4.3 KiB
HLSL

/* ############################################################################################
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();
}
}