mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-05-20 13:08:14 -04:00
c10a40e656
* update shaders that use Original to use a reference pass instead for append/prepend readiness * remove some extraneous files * fix super-xbr preset that was already broken apparently
153 lines
3.8 KiB
Plaintext
153 lines
3.8 KiB
Plaintext
#version 450
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#pragma name MMJ_ColorPass
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/*
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----------------------------------------------------------------
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MMJ's Cel Shader v2.0 - Multi-Pass
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----------------------------------------------------------------
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Parameters:
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-----------
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Color Saturation = Increase or decrease color saturation.
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Color Levels = Determines number of color "bands".
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Color Weight = Changes the strength of the color adjustments.
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----------------------------------------------------------------
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*/
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layout(push_constant) uniform Push
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{
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vec4 MMJ_OutlineSize;
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vec4 OriginalSize;
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float ColorLevels;
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float ColorSaturation;
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float ColorWeight;
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} params;
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#pragma parameter ColorLevels "Color Levels" 12.0 1.0 32.0 1.0
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#pragma parameter ColorSaturation "Color Saturation" 1.15 0.00 2.00 0.05
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#pragma parameter ColorWeight "Color Weight" 0.50 0.00 1.00 0.05
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#define MMJ_OutlineSize params.MMJ_OutlineSize
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#define OriginalSize params.OriginalSize
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#define ColorLevels params.ColorLevels
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#define ColorSaturation params.ColorSaturation
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#define ColorWeight params.ColorWeight
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D MMJ_MP_refpass;
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layout(set = 0, binding = 3) uniform sampler2D MMJ_OutlinePass;
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vec3 RGB2HSL(vec3 cRGB)
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{
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float cR = cRGB[0], cG = cRGB[1], cB = cRGB[2];
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float vMin = min(min(cR, cG), cB), vMax = max(max(cR, cG), cB);
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float dMax = vMax - vMin, vS = 0.0, vH = 0.0, vL = (vMax + vMin) / 2.0;
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// gray, no chroma
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if(dMax == 0.0) {
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vH = 0.0; vS = vH;
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// chromatic data
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} else {
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if(vL < 0.5) { vS = dMax / (vMax + vMin); }
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else { vS = dMax / (2.0 - vMax - vMin); }
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float dR = (((vMax - cR) * 0.1667) + (dMax * 0.5)) / dMax;
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float dG = (((vMax - cG) * 0.1667) + (dMax * 0.5)) / dMax;
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float dB = (((vMax - cB) * 0.1667) + (dMax * 0.5)) / dMax;
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if (cR >= vMax) { vH = dB - dG; }
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else if(cG >= vMax) { vH = 0.3333 + dR - dB; }
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else if(cB >= vMax) { vH = 0.6667 + dG - dR; }
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if (vH < 0.0) { vH += 1.0; }
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else if(vH > 1.0) { vH -= 1.0; }
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}
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return vec3(vH, vS, vL);
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}
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float Hue2RGB(float v1, float v2, float vH)
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{
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float v3 = 0.0;
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if (vH < 0.0) { vH += 1.0; }
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else if(vH > 1.0) { vH -= 1.0; }
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if ((6.0 * vH) < 1.0) { v3 = v1 + (v2 - v1) * 6.0 * vH; }
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else if((2.0 * vH) < 1.0) { v3 = v2; }
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else if((3.0 * vH) < 2.0) { v3 = v1 + (v2 - v1) * (0.6667 - vH) * 6.0; }
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else { v3 = v1; }
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return v3;
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}
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vec3 HSL2RGB(vec3 vHSL)
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{
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float cR = 0.0, cG = cR, cB = cR;
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if(vHSL[1] == 0.0) {
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cR = vHSL[2], cG = cR, cB = cR;
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} else {
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float v1 = 0.0, v2 = v1;
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if(vHSL[2] < 0.5) { v2 = vHSL[2] * (1.0 + vHSL[1] ); }
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else { v2 = (vHSL[2] + vHSL[1] ) - (vHSL[1] * vHSL[2] ); }
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v1 = 2.0 * vHSL[2] - v2;
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cR = Hue2RGB(v1, v2, vHSL[0] + 0.3333);
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cG = Hue2RGB(v1, v2, vHSL[0] );
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cB = Hue2RGB(v1, v2, vHSL[0] - 0.3333);
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}
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return vec3(cR, cG, cB);
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}
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vec3 colorAdjust(vec3 cRGB)
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{
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vec3 cHSL = RGB2HSL(cRGB);
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float cr = 1.0 / ColorLevels;
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// brightness modifier
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float BrtModify = mod(cHSL[2], cr);
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cHSL[1] *= ColorSaturation;
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cHSL[2] += (cHSL[2] * cr - BrtModify);
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cRGB = 1.2 * HSL2RGB(cHSL);
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return cRGB;
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}
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void main()
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{
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vec3 cOriginal = texture(MMJ_MP_refpass, vTexCoord).rgb;
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vec3 cOutline = texture(MMJ_OutlinePass, vTexCoord).rgb;
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vec3 cNew = cOriginal;
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cNew = min(vec3(1.0), min(cNew, cNew + dot(vec3(1.0), cNew)));
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FragColor.rgb = mix(cOriginal * cOutline, colorAdjust(cNew * cOutline), ColorWeight);
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}
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