Fixed outline

This commit is contained in:
Antoine Pilote
2024-03-16 11:45:13 -04:00
parent 1fa0fd635f
commit c49c0f7546
2 changed files with 63 additions and 69 deletions

View File

@@ -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);
}