79 lines
4.0 KiB
GLSL
79 lines
4.0 KiB
GLSL
// 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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// 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 = 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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