Files
dosbox-x/contrib/windows/shaders/Sketch.fx
2020-09-22 14:02:29 -04:00

87 lines
2.1 KiB
HLSL

/*
Copyright (C) 2006 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 02110-1301, USA.
*/
/*
The shader tries to make a "BW sketch" of the screen that is currently being
drawn.
*/
#include "shader.code"
float threshold = 0.125; // effects drawing
string name : NAME = "Sketch";
string combineTechique : COMBINETECHNIQUE = "Sketch";
// **VS**
VERTEX_STUFF3 S_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
{
VERTEX_STUFF3 OUT = (VERTEX_STUFF3)0;
float dx = ps.x*0.5;
float dy = ps.y*0.5;
OUT.coord = mul(float4(p,1),WorldViewProjection);
OUT.C = tc;
OUT.L = tc + float2(-dx, 0);
OUT.R = tc + float2( dx, 0);
OUT.U = tc + float2( 0,-dy);
OUT.D = tc + float2( 0, dy);
return OUT;
}
// **PS**
float4 S_FRAGMENT ( in VERTEX_STUFF3 VAR ) : COLOR
{
float3 pap = float3(0.82, 0.77, 0.61);
float3 ink = float3(0.28, 0.32, 0.32);
float3 c11 = tex2D(s_l, VAR.C).xyz;
float3 c01 = tex2D(s_l, VAR.L).xyz;
float3 c21 = tex2D(s_l, VAR.R).xyz;
float3 c10 = tex2D(s_l, VAR.U).xyz;
float3 c12 = tex2D(s_l, VAR.D).xyz;
float lum_ct = dot(c11,dt)*0.5 + 0.5;
float lum_x = dot(c01+c21,dt)*0.2 + lum_ct;
float lum_y = dot(c10+c12,dt)*0.2 + lum_ct;
float d = dot(abs(c01-c21),dt)/lum_x + dot(abs(c10-c12),dt)/lum_y;
float a = max(0.0, 3.0*d-0.15);
return float4((1.0-a)*pap + a*ink,1);
}
technique Sketch
{
pass P0
{
VertexShader = compile vs_2_0 S_VERTEX();
PixelShader = compile ps_2_0 S_FRAGMENT();
}
}