29 lines
1.6 KiB
GLSL
29 lines
1.6 KiB
GLSL
uniform sampler2D m_Texture;
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uniform sampler2D m_OutlineDepthTexture;
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uniform sampler2D m_DepthTexture;
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varying vec2 texCoord;
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uniform vec2 m_Resolution;
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uniform vec4 m_OutlineColor;
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uniform float m_OutlineWidth;
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void main() {
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vec4 depth = texture2D(m_OutlineDepthTexture, texCoord);
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vec4 depth1 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(m_OutlineWidth,m_OutlineWidth))/m_Resolution);
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vec4 depth2 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(m_OutlineWidth,-m_OutlineWidth))/m_Resolution);
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vec4 depth3 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-m_OutlineWidth,m_OutlineWidth))/m_Resolution);
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vec4 depth4 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-m_OutlineWidth,-m_OutlineWidth))/m_Resolution);
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vec4 depth5 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(0.,m_OutlineWidth))/m_Resolution);
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vec4 depth6 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(0.,-m_OutlineWidth))/m_Resolution);
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vec4 depth7 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(m_OutlineWidth,0.))/m_Resolution);
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vec4 depth8 = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-m_OutlineWidth,0.))/m_Resolution);
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vec4 color = texture2D(m_Texture, texCoord);
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//如果是背景
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if(depth==vec4(0.) && (depth1 != depth || depth2 != depth || depth3 != depth || depth4 != depth||depth5 != depth || depth6 != depth || depth7 != depth || depth8 != depth)){
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gl_FragColor = m_OutlineColor;
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}else{
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gl_FragColor = color;
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}
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//debug
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//gl_FragColor = vec4(0.,(1.-ratio),0.,1.);
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} |