dolphin/Data/Sys/Shaders/auto_toon2.glsl

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uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
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{
//Changethis to increase the number of colors.
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int numColors =8;
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float4 to_gray = float4(0.3,0.59,0.11,0);
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float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw));
float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw));
float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw));
float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw));
float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
float4 color = texture(samp9, uv0).rgba;
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float4 c0 = color - float4(edge, edge, edge, edge) * 12.0;
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float red = 0.0;
float green = 0.0;
float blue = 0.0;
bool rr = false;
bool bb = false;
bool gg = false;
int count = 1;
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float colorN = 0.0;
float colorB = 0.0;
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for(count = 1; count <= numColors ; count++){
colorN = float(count / numColors);
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if ( c0.r <= colorN && c0.r >= colorB && rr == false ){
if (count == 1){
if(colorN >= 0.1)
red = 0.01;
else
red = colorN;
}
else if (count == numColors)
red = 0.95;
else
red = colorN ;
rr = true;
}
if (c0.b <= colorN && c0.b >= colorB && bb == false){
if (count == 1){
if(colorN >= 0.1)
blue = 0.01;
else
blue = colorN;
}
else if (count == numColors)
blue = 0.95;
else
blue = colorN ;
bb = true;
}
if (c0.g <= colorN && c0.g >= colorB && gg == false){
if (count == 1){
if(colorN >= 0.1)
green = 0.01;
else
green = colorN;
}
else if (count == numColors)
green = 0.95 ;
else
green = colorN ;
gg = true;
}
colorB = float(count / numColors);
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if(rr == true && bb == true && gg == true)
break;
}
ocol0 = float4(red, green, blue, c0.a);
}