Added shaders
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42
data_from_portwine/Reshade/Shaders/Cartoon.fx
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42
data_from_portwine/Reshade/Shaders/Cartoon.fx
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/**
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* Cartoon
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* by Christian Cann Schuldt Jensen ~ CeeJay.dk
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*/
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#include "ReShadeUI.fxh"
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uniform float Power < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.1; ui_max = 10.0;
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ui_tooltip = "Amount of effect you want.";
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> = 1.5;
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uniform float EdgeSlope < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.1; ui_max = 6.0;
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ui_label = "Edge Slope";
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ui_tooltip = "Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.";
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> = 1.5;
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#include "ReShade.fxh"
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float3 CartoonPass(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
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{
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float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
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const float3 coefLuma = float3(0.2126, 0.7152, 0.0722);
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float diff1 = dot(coefLuma, tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE).rgb);
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diff1 = dot(float4(coefLuma, -1.0), float4(tex2D(ReShade::BackBuffer, texcoord - BUFFER_PIXEL_SIZE).rgb , diff1));
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float diff2 = dot(coefLuma, tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE * float2(1, -1)).rgb);
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diff2 = dot(float4(coefLuma, -1.0), float4(tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE * float2(-1, 1)).rgb , diff2));
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float edge = dot(float2(diff1, diff2), float2(diff1, diff2));
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return saturate(pow(abs(edge), EdgeSlope) * -Power + color);
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}
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technique Cartoon
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = CartoonPass;
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}
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}
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