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// Cartoon Shader=ps_3_0

// Code by Andrew Alexander Price


// http://www.andrewalexanderprice.com/other/cartoonshader/
#define
#define
#define
#define

LineThickness 0.00025
SensitivityUpper 11
SensitivityLower 11
Saturation 2,8

sampler s0 : register(s0);
float4 p0 : register(c0);
float4 p1 : register(c1);
#define
#define
#define
#define
#define
#define

width (p0[0])
height (p0[1])
counter (p0[2])
clock (p0[3])
one_over_width (p1[0])
one_over_height (p1[1])

#define PI acos(-1)
float3 RGBToHSL(float3 color)
{
float3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove fi
rst part)
float fmin = min(min(color.r, color.g), color.b);
//Min. value of RGB
float fmax = max(max(color.r, color.g), color.b);
//Max. value of RGB
float delta = fmax - fmin;
//Delta RGB value
hsl.z = (fmax + fmin) / 2.0; // Luminance
if (delta == 0.0)
//This is a gray, no chroma...
{
hsl.x = 0.0;
// Hue
hsl.y = 0.0;
// Saturation
}
else
//Chromatic data...
{
if (hsl.z < 0.5)
hsl.y = delta / (fmax + fmin); // Saturation
else
hsl.y = delta / (2.0 - fmax - fmin); // Saturation
float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delt
a;
float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delt
a;
float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delt
a;
if (color.r == fmax )
hsl.x = deltaB - deltaG; // Hue
else if (color.g == fmax)
hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
else if (color.b == fmax)
hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
if (hsl.x < 0.0)

hsl.x += 1.0; // Hue


else if (hsl.x > 1.0)
hsl.x -= 1.0; // Hue
}
return hsl;
}
float HueToRGB(float f1, float
{
if (hue < 0.0)
hue += 1.0;
else if (hue > 1.0)
hue -= 1.0;
float res;
if ((6.0 * hue) < 1.0)
res = f1 + (f2
else if ((2.0 * hue) <
res = f2;
else if ((3.0 * hue) <
res = f1 + (f2
else
res = f1;
return res;
}

f2, float hue)

- f1) * 6.0 * hue;


1.0)
2.0)
- f1) * ((2.0 / 3.0) - hue) * 6.0;

float3 HSLToRGB(float3 hsl)


{
float3 rgb;
if (hsl.y == 0.0)
rgb = float3(hsl.z, hsl.z, hsl.z); // Luminance
else
{
float f2;
if (hsl.z < 0.5)
f2 = hsl.z * (1.0 + hsl.y);
else
f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
float f1 = 2.0 * hsl.z - f2;
rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0));
rgb.g = HueToRGB(f1, f2, hsl.x);
rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0));
}
return rgb;
}
float4 main(float2 tex : TEXCOORD0) : COLOR
{
float dx =width/height * LineThickness;
float dy =LineThickness;
float4
float4
float4
float4

c1
c2
c3
c4

=
=
=
=

tex2D(s0,
tex2D(s0,
tex2D(s0,
tex2D(s0,

tex
tex
tex
tex

+
+
+
+

float2(-dx,-dy));
float2(0,-dy));
float2(-dx,dy));
float2(-dx,0));

float4
float4
float4
float4
float4

c5
c6
c7
c8
c9

=
=
=
=
=

tex2D(s0,
tex2D(s0,
tex2D(s0,
tex2D(s0,
tex2D(s0,

tex
tex
tex
tex
tex

+
+
+
+
+

float2(0,0));
float2(dx,0));
float2(dx,-dy));
float2(0,dy));
float2(dx,dy));

float4 c0 = (-c1-c2-c3-c4+c6+c7+c8+c9);
float4 average = (c1 + c2 + c3 + c4 + c6 + c7 + c8 + c9) - (c5 * 6);
float av = (average .r + average .g + average .b) / 3;
c0 = 1-abs((c0.r+c0.g+c0.b)/av);
float val = pow(saturate((c0.r + c0.g + c0.b) / 3), SensitivityUpper);
val = 1 - pow(1 - val, SensitivityLower);
c0 = float4(val, val, val, val);
// colour
c1 = tex2D(s0,tex);
float3 hsl = RGBToHSL(c1.xyz);
hsl.g *= Saturation;
c1 = float4(HSLToRGB(hsl),1);
return c1 * c0;
}

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