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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00

First-shot implementation of toon shading.

This commit is contained in:
Sergey Lipskiy 2013-04-09 19:10:38 +07:00
parent 876ace62c3
commit 08744df681

View File

@ -111,6 +111,9 @@ static const char* fragment_shader_header =
"vec3 input_color; \n"
" \n"
"float calc_light(); \n"
#ifdef USE_TOONIFY
"void toonify(in float intensity); \n"
#endif
" \n"
"void main() \n"
"{ \n"
@ -180,6 +183,20 @@ static const char* fragment_shader_calc_light =
"} \n"
;
#ifdef USE_TOONIFY
static const char* fragment_shader_toonify =
" \n"
"void toonify(in float intensity) { \n"
" if (intensity > 0.5) \n"
" return; \n"
" else if (intensity > 0.125) \n"
" gl_FragColor = vec4(vec3(gl_FragColor)*0.5, gl_FragColor.a);\n"
" else \n"
" gl_FragColor = vec4(vec3(gl_FragColor)*0.2, gl_FragColor.a);\n"
"} \n"
;
#endif
static const char* fragment_shader_default =
//" gl_FragColor = texture2D(texture0, gl_TexCoord[0].st); \n"
//" gl_FragColor = gl_Color; \n"
@ -322,15 +339,21 @@ GLSLCombiner::GLSLCombiner(Combiner *_color, Combiner *_alpha) {
strcat(fragment_shader, " color2 = color1; \n");
strcat(fragment_shader, " gl_FragColor = vec4(color2, alpha2); \n");
#ifdef USE_TOONIFY
strcat(fragment_shader, " toonify(intensity); \n");
#endif
if (gSP.geometryMode & G_FOG)
strcat(fragment_shader, " gl_FragColor = vec4(mix(gl_Fog.color.rgb, gl_FragColor.rgb, gl_FogFragCoord), gl_FragColor.a); \n");
#else
// strcat(fragment_shader, fragment_shader_default);
strcat(fragment_shader, "gl_FragColor = vec4(env_color); \n");
strcat(fragment_shader, "gl_FragColor = secondary_color; \n");
#endif
strcat(fragment_shader, fragment_shader_end);
strcat(fragment_shader, fragment_shader_calc_light);
#ifdef USE_TOONIFY
strcat(fragment_shader, fragment_shader_toonify);
#endif
m_fragmentShaderObject = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB(m_fragmentShaderObject, 1, (const GLcharARB**)&fragment_shader, NULL);