Update : PSP
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@@ -1,52 +1,52 @@
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// Modified to use in PPSSPP. Grabbed from:
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// http://forums.ngemu.com/showthread.php?t=76098
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// Advanced Cartoon shader I
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// by guest(r) (guest.r@gmail.com)
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// license: GNU-GPL
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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const float bb = 0.5; // effects black border sensitivity; from 0.0 to 1.0
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uniform sampler2D sampler0;
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varying vec4 v_texcoord0;
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varying vec4 v_texcoord1;
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varying vec4 v_texcoord2;
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varying vec4 v_texcoord3;
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varying vec4 v_texcoord4;
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varying vec4 v_texcoord5;
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varying vec4 v_texcoord6;
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void main()
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{
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vec3 c00 = texture2D(sampler0, v_texcoord5.xy).xyz;
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vec3 c10 = texture2D(sampler0, v_texcoord1.xy).xyz;
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vec3 c20 = texture2D(sampler0, v_texcoord2.zw).xyz;
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vec3 c01 = texture2D(sampler0, v_texcoord3.xy).xyz;
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vec3 c11 = texture2D(sampler0, v_texcoord0.xy).xyz;
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vec3 c21 = texture2D(sampler0, v_texcoord4.xy).xyz;
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vec3 c02 = texture2D(sampler0, v_texcoord1.zw).xyz;
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vec3 c12 = texture2D(sampler0, v_texcoord2.xy).xyz;
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vec3 c22 = texture2D(sampler0, v_texcoord6.xy).xyz;
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vec3 dt = vec3(1.0,1.0,1.0);
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float d1=dot(abs(c00-c22),dt);
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float d2=dot(abs(c20-c02),dt);
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float hl=dot(abs(c01-c21),dt);
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float vl=dot(abs(c10-c12),dt);
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float d = bb*(d1+d2+hl+vl)/(dot(c11,dt)+0.15);
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float lc = 4.0*length(c11);
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float f = fract(lc); f*=f;
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lc = 0.25*(floor(lc) + f*f)+0.05;
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c11 = 4.0*normalize(c11);
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vec3 frct = fract(c11); frct*=frct;
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c11 = floor(c11)+ 0.05*dt + frct*frct;
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gl_FragColor.rgb = 0.25*lc*(1.1-d*sqrt(d))*c11;
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gl_FragColor.a = 1.0;
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}
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// Modified to use in PPSSPP. Grabbed from:
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// http://forums.ngemu.com/showthread.php?t=76098
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// Advanced Cartoon shader I
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// by guest(r) (guest.r@gmail.com)
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// license: GNU-GPL
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform vec4 u_setting;
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uniform sampler2D sampler0;
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varying vec4 v_texcoord0;
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varying vec4 v_texcoord1;
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varying vec4 v_texcoord2;
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varying vec4 v_texcoord3;
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varying vec4 v_texcoord4;
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varying vec4 v_texcoord5;
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varying vec4 v_texcoord6;
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void main()
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{
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vec3 c00 = texture2D(sampler0, v_texcoord5.xy).xyz;
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vec3 c10 = texture2D(sampler0, v_texcoord1.xy).xyz;
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vec3 c20 = texture2D(sampler0, v_texcoord2.zw).xyz;
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vec3 c01 = texture2D(sampler0, v_texcoord3.xy).xyz;
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vec3 c11 = texture2D(sampler0, v_texcoord0.xy).xyz;
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vec3 c21 = texture2D(sampler0, v_texcoord4.xy).xyz;
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vec3 c02 = texture2D(sampler0, v_texcoord1.zw).xyz;
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vec3 c12 = texture2D(sampler0, v_texcoord2.xy).xyz;
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vec3 c22 = texture2D(sampler0, v_texcoord6.xy).xyz;
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vec3 dt = vec3(1.0,1.0,1.0);
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float d1=dot(abs(c00-c22),dt);
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float d2=dot(abs(c20-c02),dt);
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float hl=dot(abs(c01-c21),dt);
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float vl=dot(abs(c10-c12),dt);
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float d = u_setting.x*(d1+d2+hl+vl)/(dot(c11,dt)+0.15);
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float lc = 4.0*length(c11);
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float f = fract(lc); f*=f;
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lc = 0.25*(floor(lc) + f*f)+0.05;
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c11 = 4.0*normalize(c11);
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vec3 frct = fract(c11); frct*=frct;
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c11 = floor(c11)+ 0.05*dt + frct*frct;
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gl_FragColor.rgb = 0.25*lc*(1.1-d*sqrt(d))*c11;
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gl_FragColor.a = 1.0;
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}
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