dolphin/Data/Sys/Shaders/auto_toon2.glsl

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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
uniform vec4 resolution;
void main()
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{
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//Changethis to increase the number of colors.
int numColors =8;
float4 to_gray = float4(0.3,0.59,0.11,0);
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;
float4 c0 = color - float4(edge, edge, edge, edge) * 12.0;
float red = 0.0;
float green = 0.0;
float blue = 0.0;
bool rr = false;
bool bb = false;
bool gg = false;
int count = 1;
float colorN = 0.0;
float colorB = 0.0;
for (count = 1; count <= numColors; count++)
{
colorN = float(count / numColors);
if ( c0.r <= colorN && c0.r >= colorB && rr == false )
{
if (count == 1)
{
if (colorN >= 0.1)
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red = 0.01;
else
red = colorN;
}
else if (count == numColors)
red = 0.95;
else
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red = colorN;
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rr = true;
}
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if (c0.b <= colorN && c0.b >= colorB && bb == false)
{
if (count == 1)
{
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if (colorN >= 0.1)
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blue = 0.01;
else
blue = colorN;
}
else if (count == numColors)
blue = 0.95;
else
blue = colorN ;
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bb = true;
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}
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if (c0.g <= colorN && c0.g >= colorB && gg == false)
{
if (count == 1)
{
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if (colorN >= 0.1)
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green = 0.01;
else
green = colorN;
}
else if (count == numColors)
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green = 0.95;
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else
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green = colorN;
gg = true;
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}
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colorB = float(count / numColors);
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if (rr == true && bb == true && gg == true)
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break;
}
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ocol0 = float4(red, green, blue, c0.a);
}