axmol/tests/cpp-tests/Source/shaders/example_CelShading.fsh

71 lines
1.4 KiB
GLSL

#version 310 es
precision highp float;
precision highp int;
layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(binding = 0) uniform sampler2D u_tex0;
#define FILTER_SIZE 3
#define COLOR_LEVELS 7.0
#define EDGE_FILTER_SIZE 3
#define EDGE_THRESHOLD 0.05
layout(std140, binding = 0) uniform fs_ub {
vec2 resolution;
};
vec4 edgeFilter(in int px, in int py)
{
vec4 color = vec4(0.0);
for (int y = -EDGE_FILTER_SIZE; y <= EDGE_FILTER_SIZE; ++y)
{
for (int x = -EDGE_FILTER_SIZE; x <= EDGE_FILTER_SIZE; ++x)
{
color += texture(u_tex0, v_texCoord + vec2(px + x, py + y) / resolution.xy);
}
}
color /= float((2 * EDGE_FILTER_SIZE + 1) * (2 * EDGE_FILTER_SIZE + 1));
return color;
}
layout(location = SV_Target0) out vec4 FragColor;
void main(void)
{
// Shade
vec4 color = vec4(0.0);
for (int y = -FILTER_SIZE; y <= FILTER_SIZE; ++y)
{
for (int x = -FILTER_SIZE; x <= FILTER_SIZE; ++x)
{
color += texture(u_tex0, v_texCoord + vec2(x, y) / resolution.xy);
}
}
color /= float((2 * FILTER_SIZE + 1) * (2 * FILTER_SIZE + 1));
for (int c = 0; c < 3; ++c)
{
color[c] = floor(COLOR_LEVELS * color[c]) / COLOR_LEVELS;
}
// Highlight edges
vec4 sum = abs(edgeFilter(0, 1) - edgeFilter(0, -1));
sum += abs(edgeFilter(1, 0) - edgeFilter(-1, 0));
sum /= 2.0;
if (length(sum) > EDGE_THRESHOLD)
{
color.rgb = vec3(0.0);
}
FragColor = color;
}