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Merge pull request #4142 from DanyalZia/patch-21
Add two more shaders just for fun.
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commit
0cc74bdd67
4 changed files with 101 additions and 1 deletions
43
assets/shaders/Cartoon shader.fsh
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43
assets/shaders/Cartoon shader.fsh
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//Modified to use in PPSSPP, Grabbed from:
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//http://forums.ngemu.com/showthread.php?t=76098
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// Advanced Cartoon shader I
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// by guest(r) (guest.r@gmail.com)
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// license: GNU-GPL
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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const float bb = 0.5; // effects black border sensitivity; from 0.0 to 1.0
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uniform sampler2D sampler0;
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void main()
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{
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vec3 c00 = texture2D(sampler0, gl_TexCoord[5].xy).xyz;
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vec3 c10 = texture2D(sampler0, gl_TexCoord[1].xy).xyz;
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vec3 c20 = texture2D(sampler0, gl_TexCoord[2].zw).xyz;
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vec3 c01 = texture2D(sampler0, gl_TexCoord[3].xy).xyz;
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vec3 c11 = texture2D(sampler0, gl_TexCoord[0].xy).xyz;
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vec3 c21 = texture2D(sampler0, gl_TexCoord[4].xy).xyz;
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vec3 c02 = texture2D(sampler0, gl_TexCoord[1].zw).xyz;
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vec3 c12 = texture2D(sampler0, gl_TexCoord[2].xy).xyz;
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vec3 c22 = texture2D(sampler0, gl_TexCoord[6].xy).xyz;
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vec3 dt = vec3(1.0,1.0,1.0);
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float d1=dot(abs(c00-c22),dt);
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float d2=dot(abs(c20-c02),dt);
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float hl=dot(abs(c01-c21),dt);
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float vl=dot(abs(c10-c12),dt);
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float d = bb*(d1+d2+hl+vl)/(dot(c11,dt)+0.15);
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float lc = 4.0*length(c11);
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float f = fract(lc); f*=f;
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lc = 0.25*(floor(lc) + f*f)+0.05;
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c11 = 4.0*normalize(c11);
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vec3 frct = fract(c11); frct*=frct;
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c11 = floor(c11)+ 0.05*dt + frct*frct;
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gl_FragColor.xyz = 0.25*lc*(1.1-d*sqrt(d))*c11;
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}
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27
assets/shaders/Cartoon shader.vsh
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assets/shaders/Cartoon shader.vsh
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attribute vec4 a_position;
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attribute vec2 a_texcoord0;
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uniform mat4 u_viewproj;
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float size = 2.0; //edge detection offset, 2.0-5.0 suitable range
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void main()
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{
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float x = (0.125/480.0)*size;
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float y = (0.25/272.0)*size;
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vec2 dg1 = vec2( x,y);
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vec2 dg2 = vec2(-x,y);
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vec2 dx = vec2(x,0.0);
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vec2 dy = vec2(0.0,y);
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gl_Position = u_viewproj * a_position;
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gl_TexCoord[0]=a_texcoord0.xyxy;
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gl_TexCoord[1].xy = gl_TexCoord[0].xy - dy;
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gl_TexCoord[2].xy = gl_TexCoord[0].xy + dy;
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gl_TexCoord[3].xy = gl_TexCoord[0].xy - dx;
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gl_TexCoord[4].xy = gl_TexCoord[0].xy + dx;
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gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
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gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
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gl_TexCoord[1].zw = gl_TexCoord[0].xy - dg2;
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gl_TexCoord[2].zw = gl_TexCoord[0].xy + dg2;
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}
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22
assets/shaders/Scanlines.fsh
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assets/shaders/Scanlines.fsh
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//Simple Scanlines shader
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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float offset = 1.0;
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float frequency = 170.0;
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varying vec2 v_texcoord0;
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void main()
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{
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float pos0 = (v_texcoord0.y + offset) * frequency;
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float pos1 = cos((fract( pos0 ) - 0.5)*3.14);
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vec4 pel = texture2D( sampler0, v_texcoord0 );
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gl_FragColor = mix(vec4(0,0,0,0), pel, pos1);
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}
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@ -22,4 +22,12 @@ Vertex=fxaa.vsh
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Name=Inverse Colors
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Author=Henrik
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Fragment=inversecolors.fsh
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Vertex=fxaa.vsh
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Vertex=fxaa.vsh
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[Scanlines]
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Name=Scanlines
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Fragment=Scanlines.fsh
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Vertex=fxaa.vsh
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[Cartoon]
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Name=Advance Cartoon shader
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Fragment=Cartoon shader.fsh
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Vertex=Cartoon shader.vsh
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