Duckstation/data/shaders/dolphinfx/celshading.glsl

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/*===============================================================================*\
|######################## [Dolphin FX Suite 2.20] #######################|
|########################## By Asmodean ##########################|
|| ||
|| 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. (C)2015 ||
|| ||
|#################################################################################|
\*===============================================================================*/
// Sourced from https://raw.githubusercontent.com/Asmodean-/dolphin/89d640cd557189bb5f921fc219150c74c39bdc55/Data/Sys/Shaders/DolphinFX.glsl with modifications.
/*
[configuration]
[OptionRangeFloat]
GUIName = EdgeStrength
OptionName = A_EDGE_STRENGTH
MinValue = 0.00
MaxValue = 4.00
StepAmount = 0.01
DefaultValue = 1.00
[OptionRangeFloat]
GUIName = EdgeFilter
OptionName = B_EDGE_FILTER
MinValue = 0.25
MaxValue = 1.00
StepAmount = 0.01
DefaultValue = 0.60
[OptionRangeFloat]
GUIName = EdgeThickness
OptionName = C_EDGE_THICKNESS
MinValue = 0.25
MaxValue = 2.00
StepAmount = 0.01
DefaultValue = 1.00
[OptionRangeInteger]
GUIName = PaletteType
OptionName = D_PALETTE_TYPE
MinValue = 0
MaxValue = 2
StepAmount = 1
DefaultValue = 1
[OptionRangeInteger]
GUIName = UseYuvLuma
OptionName = E_YUV_LUMA
MinValue = 0
MaxValue = 1
StepAmount = 1
DefaultValue = 0
[OptionRangeInteger]
GUIName = ColourRounding
OptionName = G_COLOR_ROUNDING
MinValue = 0
MaxValue = 1
StepAmount = 1
DefaultValue = 1
[/configuration]
*/
//Average relative luminance
CONSTANT float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
float AvgLuminance(float3 color)
{
return sqrt(
(color.x * color.x * lumCoeff.x) +
(color.y * color.y * lumCoeff.y) +
(color.z * color.z * lumCoeff.z));
}
float3 YUVtoRGB(float3 YUV)
{
const float3x3 m = float3x3(
1.000, 0.000, 1.28033,
1.000,-0.21482,-0.38059,
1.000, 2.12798, 0.000 );
return mul(m, YUV);
}
float3 RGBtoYUV(float3 RGB)
{
const float3x3 m = float3x3(
0.2126, 0.7152, 0.0722,
-0.09991,-0.33609, 0.436,
0.615, -0.55861, -0.05639 );
return mul(m, RGB);
}
void main()
{
float4 color = Sample();
float2 texcoord = GetCoordinates();
float2 pixelSize = GetInvResolution();
float2 texSize = GetResolution();
float3 yuv;
float3 sum = color.rgb;
const int NUM = 9;
const float2 RoundingOffset = float2(0.25, 0.25);
const float3 thresholds = float3(9.0, 8.0, 6.0);
float lum[NUM];
float3 col[NUM];
float2 set[NUM] = BEGIN_ARRAY(float2, NUM)
float2(-0.0078125, -0.0078125),
float2(0.00, -0.0078125),
float2(0.0078125, -0.0078125),
float2(-0.0078125, 0.00),
float2(0.00, 0.00),
float2(0.0078125, 0.00),
float2(-0.0078125, 0.0078125),
float2(0.00, 0.0078125),
float2(0.0078125, 0.0078125) END_ARRAY;
for (int i = 0; i < NUM; i++)
{
col[i] = SampleLocation(texcoord + set[i] * RoundingOffset).rgb;
if (GetOption(G_COLOR_ROUNDING) == 1) {
col[i].r = round(col[i].r * thresholds.r) / thresholds.r;
col[i].g = round(col[i].g * thresholds.g) / thresholds.g;
col[i].b = round(col[i].b * thresholds.b) / thresholds.b; }
lum[i] = AvgLuminance(col[i].xyz);
yuv = RGBtoYUV(col[i]);
if (GetOption(E_YUV_LUMA) == 0)
{ yuv.r = round(yuv.r * thresholds.r) / thresholds.r; }
else
{ yuv.r = saturate(round(yuv.r * lum[i]) / thresholds.r + lum[i]); }
yuv = YUVtoRGB(yuv);
sum += yuv;
}
float3 shadedColor = (sum / NUM);
float2 pixel = float2((1.0/texSize.x) * GetOption(C_EDGE_THICKNESS),
(1.0/texSize.y) * GetOption(C_EDGE_THICKNESS));
float edgeX = dot(SampleLocation(texcoord + pixel).rgb, lumCoeff);
edgeX = dot(float4(SampleLocation(texcoord - pixel).rgb, edgeX), float4(lumCoeff, -1.0));
float edgeY = dot(SampleLocation(texcoord + float2(pixel.x, -pixel.y)).rgb, lumCoeff);
edgeY = dot(float4(SampleLocation(texcoord + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(lumCoeff, -1.0));
float edge = dot(float2(edgeX, edgeY), float2(edgeX, edgeY));
if (GetOption(D_PALETTE_TYPE) == 0)
{ color.rgb = lerp(color.rgb, color.rgb + pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH), GetOption(A_EDGE_STRENGTH)); }
else if (GetOption(D_PALETTE_TYPE) == 1)
{ color.rgb = lerp(color.rgb + pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH), shadedColor, 0.25); }
else if (GetOption(D_PALETTE_TYPE) == 2)
{ color.rgb = lerp(shadedColor + edge * -GetOption(A_EDGE_STRENGTH), pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH) + color.rgb, 0.50); }
color.a = AvgLuminance(color.rgb);
SetOutput(saturate(color));
}