Fix
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@@ -1,29 +1,40 @@
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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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varying vec2 texCoord;
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// Input texture coordinates from the vertex shader
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in vec2 texCoord;
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// Resolution of the screen and outline settings
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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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// Output color of the fragment
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out vec4 fragColor;
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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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}
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// Sample depth textures
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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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// 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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}
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