139 lines
4.1 KiB
GLSL
139 lines
4.1 KiB
GLSL
// MIT License
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//
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// Copyright (c) 2019 bloc97
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//? #version 430 core
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precision mediump float;
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layout(location = 0) in vec2 tex_coord;
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layout(location = 0) out vec4 frag_color;
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layout(binding = 0) uniform sampler2D HOOKED;
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layout(binding = 1) uniform sampler2D LUMAD;
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const float LINE_DETECT_THRESHOLD = 0.4;
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const float STRENGTH = 0.6;
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// the original shader used the alpha channel for luminance,
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// which doesn't work for our use case
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struct RGBAL {
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vec4 c;
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float l;
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};
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vec4 getAverage(vec4 cc, vec4 a, vec4 b, vec4 c) {
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return cc * (1.0 - STRENGTH) + ((a + b + c) / 3.0) * STRENGTH;
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}
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#define GetRGBAL(x_offset, y_offset) \
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RGBAL(textureLodOffset(HOOKED, tex_coord, 0.0, ivec2(x_offset, y_offset)), \
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textureLodOffset(LUMAD, tex_coord, 0.0, ivec2(x_offset, y_offset)).x)
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float min3v(float a, float b, float c) {
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return min(min(a, b), c);
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}
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float max3v(float a, float b, float c) {
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return max(max(a, b), c);
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}
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vec4 Compute() {
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RGBAL cc = GetRGBAL(0, 0);
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if (cc.l > LINE_DETECT_THRESHOLD) {
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return cc.c;
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}
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RGBAL tl = GetRGBAL(-1, -1);
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RGBAL t = GetRGBAL(0, -1);
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RGBAL tr = GetRGBAL(1, -1);
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RGBAL l = GetRGBAL(-1, 0);
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RGBAL r = GetRGBAL(1, 0);
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RGBAL bl = GetRGBAL(-1, 1);
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RGBAL b = GetRGBAL(0, 1);
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RGBAL br = GetRGBAL(1, 1);
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// Kernel 0 and 4
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float maxDark = max3v(br.l, b.l, bl.l);
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float minLight = min3v(tl.l, t.l, tr.l);
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if (minLight > cc.l && minLight > maxDark) {
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return getAverage(cc.c, tl.c, t.c, tr.c);
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} else {
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maxDark = max3v(tl.l, t.l, tr.l);
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minLight = min3v(br.l, b.l, bl.l);
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if (minLight > cc.l && minLight > maxDark) {
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return getAverage(cc.c, br.c, b.c, bl.c);
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}
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}
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// Kernel 1 and 5
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maxDark = max3v(cc.l, l.l, b.l);
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minLight = min3v(r.l, t.l, tr.l);
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if (minLight > maxDark) {
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return getAverage(cc.c, r.c, t.c, tr.c);
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} else {
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maxDark = max3v(cc.l, r.l, t.l);
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minLight = min3v(bl.l, l.l, b.l);
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if (minLight > maxDark) {
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return getAverage(cc.c, bl.c, l.c, b.c);
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}
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}
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// Kernel 2 and 6
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maxDark = max3v(l.l, tl.l, bl.l);
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minLight = min3v(r.l, br.l, tr.l);
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if (minLight > cc.l && minLight > maxDark) {
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return getAverage(cc.c, r.c, br.c, tr.c);
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} else {
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maxDark = max3v(r.l, br.l, tr.l);
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minLight = min3v(l.l, tl.l, bl.l);
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if (minLight > cc.l && minLight > maxDark) {
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return getAverage(cc.c, l.c, tl.c, bl.c);
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}
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}
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// Kernel 3 and 7
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maxDark = max3v(cc.l, l.l, t.l);
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minLight = min3v(r.l, br.l, b.l);
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if (minLight > maxDark) {
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return getAverage(cc.c, r.c, br.c, b.c);
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} else {
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maxDark = max3v(cc.l, r.l, b.l);
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minLight = min3v(t.l, l.l, tl.l);
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if (minLight > maxDark) {
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return getAverage(cc.c, t.c, l.c, tl.c);
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}
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}
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return cc.c;
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}
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void main() {
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frag_color = Compute();
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}
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