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Release God's Eye View as open source
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/**
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* Anime / Studio Ghibli Style — Cel-shading + Saturation boost
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* Transforms the world into an animated film look
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*/
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export const animeShader = {
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name: 'anime',
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uniforms: {
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saturation: { default: 1.0, min: 0, max: 2, label: 'Saturation' },
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edgeThick: { default: 0.5, min: 0, max: 1, label: 'Edge Thickness' },
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},
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fragmentShader: /* glsl */ `
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uniform sampler2D colorTexture;
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uniform vec2 colorTextureDimensions;
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uniform float intensity;
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uniform float saturation;
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uniform float edgeThick;
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in vec2 v_textureCoordinates;
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vec3 rgb2hsv(vec3 c) {
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vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main() {
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vec2 uv = v_textureCoordinates;
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vec2 texel = 1.0 / colorTextureDimensions;
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vec4 color = texture(colorTexture, uv);
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// Cel-shade: quantize luminance into bands
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float luma = dot(color.rgb, vec3(0.299, 0.587, 0.114));
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float bands = mix(256.0, 4.0, intensity);
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float celLuma = floor(luma * bands + 0.5) / bands;
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float lumaScale = (luma > 0.001) ? celLuma / luma : 1.0;
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vec3 celColor = color.rgb * lumaScale;
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// Boost saturation for vibrant anime look (driven by saturation uniform)
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vec3 hsv = rgb2hsv(celColor);
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hsv.y = min(hsv.y * (1.0 + 0.6 * intensity * saturation), 1.0);
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hsv.z = min(hsv.z * (1.0 + 0.1 * intensity), 1.0);
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vec3 saturated = hsv2rgb(hsv);
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// Soft edge detection for outlines
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vec4 left = texture(colorTexture, uv + vec2(-texel.x, 0.0));
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vec4 right = texture(colorTexture, uv + vec2( texel.x, 0.0));
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vec4 up = texture(colorTexture, uv + vec2(0.0, texel.y));
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vec4 down = texture(colorTexture, uv + vec2(0.0, -texel.y));
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float edgeH = length(right.rgb - left.rgb);
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float edgeV = length(up.rgb - down.rgb);
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float edge = sqrt(edgeH * edgeH + edgeV * edgeV);
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float outline = 1.0 - smoothstep(0.05, mix(0.35, 0.1, edgeThick), edge) * 0.6 * intensity;
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// Warm color shift (Ghibli palette tends warm)
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vec3 warmShift = saturated * vec3(1.02, 1.0, 0.95);
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vec3 result = warmShift * outline;
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out_FragColor = vec4(mix(color.rgb, result, intensity), color.a);
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}
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`,
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};
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