Custom PPSSPP shaders
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12-22-2015, 08:51 PM
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RE: GLSL Documentation / Tutorial - Cel Shading Wind Waker
fragment shader update :
uniform sampler2D sampler0; varying vec4 v_texcoord0; void main() { vec3 ct = texture2D(sampler0, v_texcoord0.zw).xyz; float br = max(max(ct.r, ct.g), ct.b); float nbr; if (br >= 0 && br < 0.05) nbr = 0.025; else if (br >= 0.05 && br < 0.2) nbr = 0.125; else if (br >= 0.2 && br < 0.25) nbr = 0.225; else if (br >= 0.25 && br < 0.30) nbr = 0.275; else if (br >= 0.30 && br < 0.45) nbr = 0.375; else if (br >= 0.45 && br < 0.50) nbr = 0.475; else if (br >= 0.5 && br < 0.55) nbr = 0.525; else if (br >= 0.55 && br < 0.70) nbr = 0.625; else if (br >= 0.70 && br < 0.75) nbr = 0.725; else if (br >= 0.75 && br < 0.8) nbr = 0.775; else if (br >= 0.8 && br < 0.95) nbr = 0.875; else if (br >= 0.95 && br <= 1) nbr = 0.975; float mul = nbr / br; ct *= mul; gl_FragColor.xyz = ct; gl_FragColor.a = 1.0; } |
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