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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@@ -1,11 +1,12 @@
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#version 150
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// Use 'in' instead of 'varying' for inputs from the vertex shader
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// Input texture coordinates from the vertex shader
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in vec2 texCoord;
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// Declare a custom output variable for the fragment color
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// Output variable for the fragment color
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out vec4 fragColor;
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// Uniform samplers
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// Uniform samplers for textures
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uniform sampler2D m_Texture;
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uniform sampler2D m_NormalsTexture;
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uniform sampler2D m_DepthTexture;
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@@ -13,6 +14,7 @@ uniform sampler2D m_DepthTexture;
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void main() {
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// Sample the texture at the given texture coordinates
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vec4 color = texture(m_Texture, texCoord);
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// Assign the color to the output variable
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fragColor = color;
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}
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@@ -1,109 +1,80 @@
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#version 150
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// Uniform samplers
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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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// Uniforms for resolution, outline color, and width
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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 variable for fragment color
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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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float ratio=0.;
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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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float dist=m_OutlineWidth;
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//距离边的像素
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vec4 nearDepth;
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if(depth1 != depth){
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for(float i=0.;i<m_OutlineWidth;i++){
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nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(i,i))/m_Resolution);
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if(nearDepth != depth){
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dist = i;
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break;
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}
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}
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}else
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if(depth2 != depth){
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for(float i=0.;i<m_OutlineWidth;i++){
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nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(i,-i))/m_Resolution);
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if(nearDepth != depth){
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dist = i;
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break;
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}
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}
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}else
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if(depth3 != depth){
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for(float i=0.;i<m_OutlineWidth;i++){
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nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-i,i))/m_Resolution);
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if(nearDepth != depth){
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dist = i;
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break;
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}
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}
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}else
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if(depth4 != depth){
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for(float i=0.;i<m_OutlineWidth;i++){
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nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-i,-i))/m_Resolution);
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if(nearDepth != depth){
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dist = i;
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break;
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}
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}
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}else
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if(depth5 != depth){
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for(float i=0.;i<m_OutlineWidth;i++){
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nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(0.,i))/m_Resolution);
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if(nearDepth != depth){
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dist = i;
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break;
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}
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}
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}else
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if(depth6 != depth){
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for(float i=0.;i<m_OutlineWidth;i++){
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nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(0.,-i))/m_Resolution);
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if(nearDepth != depth){
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dist = i;
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break;
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}
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}
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}else
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if(depth7 != depth){
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for(float i=0.;i<m_OutlineWidth;i++){
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nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(i,0.))/m_Resolution);
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if(nearDepth != depth){
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dist = i;
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break;
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}
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}
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}else
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if(depth8 != depth){
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for(float i=0.;i<m_OutlineWidth;i++){
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nearDepth = texture2D(m_OutlineDepthTexture, ((texCoord*m_Resolution)+vec2(-i,0.))/m_Resolution);
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if(nearDepth != depth){
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dist = i;
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break;
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}
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}
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}
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//0:场景颜色 1:outline颜色
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ratio = clamp(1.- dist/m_OutlineWidth,0.,1.);
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//float off = (1.-ratio*ratio)*(1.-ratio*ratio);
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gl_FragColor = color*(1.-ratio) +m_OutlineColor*ratio;
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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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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 color = texture(m_Texture, texCoord);
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float ratio = 0.0;
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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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float dist = m_OutlineWidth;
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vec4 nearDepth;
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// Iterate to find the distance to the nearest edge
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for (float i = 0.0; i < m_OutlineWidth; i++) {
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if (depth1 != depth) {
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nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(i, i)) / m_Resolution);
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if (nearDepth != depth) { dist = i; break; }
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} else if (depth2 != depth) {
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nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(i, -i)) / m_Resolution);
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if (nearDepth != depth) { dist = i; break; }
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} else if (depth3 != depth) {
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nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-i, i)) / m_Resolution);
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if (nearDepth != depth) { dist = i; break; }
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} else if (depth4 != depth) {
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nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-i, -i)) / m_Resolution);
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if (nearDepth != depth) { dist = i; break; }
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} else if (depth5 != depth) {
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nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, i)) / m_Resolution);
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if (nearDepth != depth) { dist = i; break; }
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} else if (depth6 != depth) {
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nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(0.0, -i)) / m_Resolution);
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if (nearDepth != depth) { dist = i; break; }
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} else if (depth7 != depth) {
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nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(i, 0.0)) / m_Resolution);
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if (nearDepth != depth) { dist = i; break; }
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} else if (depth8 != depth) {
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nearDepth = texture(m_OutlineDepthTexture, (texCoord * m_Resolution + vec2(-i, 0.0)) / m_Resolution);
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if (nearDepth != depth) { dist = i; break; }
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}
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}
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// Calculate ratio for outline blending
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ratio = clamp(1.0 - dist / m_OutlineWidth, 0.0, 1.0);
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// Blend the outline color with the base color
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fragColor = color * (1.0 - ratio) + m_OutlineColor * ratio;
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} else {
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// No outline, use the base texture color
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fragColor = color;
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}
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// Optional: Debugging outline visualization
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// fragColor = vec4(0.0, 1.0 - ratio, 0.0, 1.0);
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}
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@@ -1,8 +1,10 @@
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// Use 'in' for vertex attributes
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#version 150
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// Vertex attributes
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in vec4 inPosition;
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in vec2 inTexCoord;
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// Use 'out' for passing data to the fragment shader
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// Output to fragment shader
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out vec2 texCoord;
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void main() {
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