1 <?xml version="1.0" encoding="UTF-8"?>
3 Waterpaint-scanline shader
5 This code is hereby placed in the public domain.
7 <shader language="GLSL">
9 uniform vec2 rubyTextureSize;
10 uniform vec2 rubyInputSize;
11 uniform vec2 rubyOutputSize;
17 float x = 0.5 * (1.0 / rubyTextureSize.x);
18 float y = 0.5 * (1.0 / rubyTextureSize.y);
19 vec2 dg1 = vec2( x, y);
20 vec2 dg2 = vec2(-x, y);
21 vec2 dx = vec2(x, 0.0);
22 vec2 dy = vec2(0.0, y);
24 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
25 gl_TexCoord[0] = gl_MultiTexCoord0;
26 gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1;
27 gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy;
28 gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2;
29 gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx;
30 gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1;
31 gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy;
32 gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2;
33 gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx;
34 omega = vec2(3.1415 * rubyOutputSize.x * rubyTextureSize.x / rubyInputSize.x, 2.0 * 3.1415 * rubyTextureSize.y);
38 <fragment filter="nearest"><![CDATA[
40 vec4 compress(vec4 in_color, float threshold, float ratio)
42 vec4 diff = in_color - vec4(threshold);
43 diff = clamp(diff, 0.0, 100.0);
44 return clamp(in_color - (diff * (1.0 - 1.0/ratio)), 0.0, 1.0);
47 uniform sampler2D rubyTexture;
48 uniform vec2 rubyTextureSize;
49 uniform vec2 rubyInputSize;
50 uniform vec2 rubyOutputSize;
54 const float base_brightness = 0.95;
55 const vec2 sine_comp = vec2(0.05, 0.15);
59 vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
60 vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
61 vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
62 vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
63 vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
64 vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
65 vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
66 vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
67 vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
69 vec2 tex = gl_TexCoord[0].xy;
70 vec2 texsize = rubyTextureSize;
72 vec3 first = mix(c00, c20, fract(tex.x * texsize.x + 0.5));
73 vec3 second = mix(c02, c22, fract(tex.x * texsize.x + 0.5));
75 vec3 mid_horiz = mix(c01, c21, fract(tex.x * texsize.x + 0.5));
76 vec3 mid_vert = mix(c10, c12, fract(tex.y * texsize.y + 0.5));
78 vec3 res = mix(first, second, fract(tex.y * texsize.y + 0.5));
79 vec4 final = vec4(0.26 * (res + mid_horiz + mid_vert) + 3.5 * abs(res - mix(mid_horiz, mid_vert, 0.5)), 1.0);
80 vec4 scanline = final * (base_brightness + dot(sine_comp * sin(gl_TexCoord[0].xy * omega), vec2(1.0)));
81 gl_FragColor = compress(scanline, 0.8, 5.0);