Fix shadercode
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@@ -1,7 +1,8 @@
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#version 150
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// Samplers for textures
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uniform sampler2D m_Texture;
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uniform sampler2D m_OutlineDepthTexture;
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uniform sampler2D m_DepthTexture;
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// Input texture coordinates from the vertex shader
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in vec2 texCoord;
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@@ -15,26 +16,25 @@ uniform float m_OutlineWidth;
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out vec4 fragColor;
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void main() {
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// Sample depth textures
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// Sample depth textures at various offsets
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vec4 depth = texture(m_OutlineDepthTexture, texCoord);
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vec4 depth1 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
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vec4 depth2 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
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vec4 depth3 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(-m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
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vec4 depth4 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(-m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
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vec4 depth5 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(0.0, m_OutlineWidth)) / m_Resolution);
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vec4 depth6 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(0.0, -m_OutlineWidth)) / m_Resolution);
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vec4 depth7 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(m_OutlineWidth, 0.0)) / m_Resolution);
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vec4 depth8 = texture(m_OutlineDepthTexture, ((texCoord * m_Resolution) + vec2(-m_OutlineWidth, 0.0)) / m_Resolution);
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vec4 depth1 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
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vec4 depth2 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
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vec4 depth3 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-m_OutlineWidth, m_OutlineWidth)) / m_Resolution);
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vec4 depth4 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-m_OutlineWidth, -m_OutlineWidth)) / m_Resolution);
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vec4 depth5 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, m_OutlineWidth)) / m_Resolution);
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vec4 depth6 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, -m_OutlineWidth)) / m_Resolution);
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vec4 depth7 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(m_OutlineWidth, 0.0)) / m_Resolution);
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vec4 depth8 = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-m_OutlineWidth, 0.0)) / m_Resolution);
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// Sample the main texture
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vec4 color = texture(m_Texture, texCoord);
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// Determine whether to apply the outline color
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if (depth == vec4(0.0) &&
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(depth1 != depth || depth2 != depth || depth3 != depth || depth4 != depth ||
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depth5 != depth || depth6 != depth || depth7 != depth || depth8 != depth)) {
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fragColor = m_OutlineColor; // Apply outline color
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} else {
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fragColor = color; // Use the original texture color
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}
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// Check if an outline should be applied
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bool isEdge = (depth == vec4(0.0)) &&
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(depth1 != depth || depth2 != depth || depth3 != depth || depth4 != depth ||
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depth5 != depth || depth6 != depth || depth7 != depth || depth8 != depth);
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// Output the final color
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fragColor = isEdge ? m_OutlineColor : color;
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}
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