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// Cartoon Shader=ps_3_0

// Code by Andrew Alexander Price


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

#define LineThickness 0.00025


#define SensitivityUpper 11
#define SensitivityLower 11
#define Saturation 2,8

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

#define width (p0[0])


#define height (p0[1])
#define counter (p0[2])
#define clock (p0[3])
#define one_over_width (p1[0])
#define 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 first
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)) / delta;


float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;

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 f2, float hue)


{
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 - f1) * 6.0 * hue;
else if ((2.0 * hue) < 1.0)
res = f2;
else if ((3.0 * hue) < 2.0)
res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
else
res = f1;
return res;
}

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 c1 = tex2D(s0, tex + float2(-dx,-dy));


float4 c2 = tex2D(s0, tex + float2(0,-dy));
float4 c3 = tex2D(s0, tex + float2(-dx,dy));
float4 c4 = tex2D(s0, tex + float2(-dx,0));
float4 c5 = tex2D(s0, tex + float2(0,0));
float4 c6 = tex2D(s0, tex + float2(dx,0));
float4 c7 = tex2D(s0, tex + float2(dx,-dy));
float4 c8 = tex2D(s0, tex + float2(0,dy));
float4 c9 = tex2D(s0, tex + 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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