diff --git a/Nuake/src/Resource/StaticResources.cpp b/Nuake/src/Resource/StaticResources.cpp index 7da9197f..65d842c2 100644 --- a/Nuake/src/Resource/StaticResources.cpp +++ b/Nuake/src/Resource/StaticResources.cpp @@ -235397,49 +235397,42 @@ const std::string Resources_Shaders_outline_shader_path = R"(Resources/Shaders/o 0x65, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x20, 0x3d, 0x20, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x28, 0x75, 0x5f, 0x45, 0x6e, 0x74, 0x69, 0x74, 0x79, 0x54, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x2c, 0x20, 0x75, - 0x76, 0x29, 0x2e, 0x72, 0x3b, 0x0d, 0x0a, 0x09, 0x66, 0x6c, 0x6f, 0x61, - 0x74, 0x20, 0x6f, 0x70, 0x61, 0x63, 0x69, 0x74, 0x79, 0x4d, 0x75, 0x6c, - 0x74, 0x20, 0x3d, 0x20, 0x6d, 0x69, 0x78, 0x28, 0x30, 0x2e, 0x30, 0x2c, - 0x20, 0x31, 0x2e, 0x30, 0x2c, 0x20, 0x69, 0x6e, 0x74, 0x28, 0x6d, 0x69, - 0x64, 0x64, 0x6c, 0x65, 0x53, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x29, 0x20, - 0x3d, 0x3d, 0x20, 0x74, 0x61, 0x72, 0x67, 0x65, 0x74, 0x29, 0x3b, 0x0d, - 0x0a, 0x0d, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x2f, 0x2f, 0x20, 0x43, 0x6f, - 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unsigned int Resources_Shaders_outline_shader_len = 1488; + unsigned int Resources_Shaders_outline_shader_len = 1418; // Data for file: Resources_Shaders_pbr_shader_path const std::string Resources_Shaders_pbr_shader_path = R"(Resources/Shaders/pbr.shader)"; diff --git a/Resources/Shaders/outline.shader b/Resources/Shaders/outline.shader index bb621339..8bddf576 100644 --- a/Resources/Shaders/outline.shader +++ b/Resources/Shaders/outline.shader @@ -34,12 +34,11 @@ void main() // sample middle uint middleSample = texture(u_EntityTexture, uv).r; - float opacityMult = mix(0.0, 1.0, int(middleSample) == target); // Correct aspect ratio vec2 aspect = 1.0 / vec2(textureSize(u_EntityTexture, 0)); - float hasMissed = 0.0f; + float hasHit = 0.0f; vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0f); for (float i = 0.0; i < TAU; i += TAU / steps) { @@ -47,13 +46,13 @@ void main() vec2 offset = vec2(sin(i), cos(i)) * aspect * radius; uint col = texture(u_EntityTexture, uv + offset).r; - if(col == target || col == 0) + if(col == target) { - hasMissed = 1.0f; + hasHit = 1.0f; } // Mix outline with background - float alpha = smoothstep(0.5, 0.7, int(col != target) * hasMissed * 10.0f); + float alpha = smoothstep(0.5, 0.7, int(col != target) * hasHit * 10.0f); fragColor = mix(fragColor, u_OutlineColor, alpha); } @@ -62,5 +61,5 @@ void main() fragColor.a = 1.0f; } - FragColor = mix(vec4(0), fragColor, middleSample != target); + FragColor = mix(vec4(0), fragColor, middleSample != target && hasHit > 0.0f); }