#include "Utils/header.hlsl" struct PSInput { float4 Position : SV_Position; float2 UV : TEXCOORD0; }; struct PSOutput { float4 oColor0 : SV_TARGET; }; struct OutlinePushConstant { float4 Color; float Thickness; int SourceTextureID; int EntityIDTextureID; int DepthTextureID; float SelectedEntity; }; [[vk::push_constant]] OutlinePushConstant pushConstants; float2 GetTexelSize(Texture2D tex) { uint width, height; tex.GetDimensions(width, height); return 1.0 / float2(width, height); } float LinearizeDepth(float depth, float nearPlane, float farPlane) { return (2.0 * nearPlane) / (farPlane + nearPlane - (1.0 - depth) * (farPlane - nearPlane)); } PSOutput main(PSInput input) { PSOutput output; float4 outlineColor = pushConstants.Color; float target = pushConstants.SelectedEntity; float radius = pushConstants.Thickness; float2 uv = input.UV; int entityIDTextureID = pushConstants.EntityIDTextureID; float hasHit = 0.0f; float sampleValue = textures[entityIDTextureID].Sample(mySampler[0], uv).r; float depth = textures[pushConstants.DepthTextureID].Sample(mySampler[0], uv).r; float4 fragColor = float4(0, 0, 0, 0); const float TAU = 6.28318530; const float steps = 64.0; for(float i = 0.0f; i < TAU; i += TAU / steps) { float2 uvOffset = float2(cos(i), sin(i)) * (GetTexelSize(textures[entityIDTextureID])) * radius; float2 sampleUV = uv + uvOffset; sampleUV.x = clamp(sampleUV.x, 0.0, 0.999); sampleUV.y = clamp(sampleUV.y, 0.0, 0.999); float sample = textures[entityIDTextureID].Sample(mySampler[0], sampleUV).r; float sampleDepth = textures[pushConstants.DepthTextureID].Sample(mySampler[0], sampleUV).r; //sampleDepth = LinearizeDepth(sampleDepth, 0.1f, 200.0f); //depth = LinearizeDepth(depth, 0.1f, 200.0f); bool passDepthTest = (sampleDepth > depth); if(sample == target && passDepthTest) { hasHit = 1.0f; if(passDepthTest && sampleValue == target) { //hasHit = 0.0f; } } float alpha = smoothstep(0.1, 0.9, hasHit); float4 outputColor = float4( lerp(fragColor.r, outlineColor.r, alpha), lerp(fragColor.g, outlineColor.g, alpha), lerp(fragColor.b, outlineColor.b, alpha), lerp(fragColor.a, outlineColor.a, alpha) ); fragColor = outputColor; } if(fragColor.a > 0.1) { fragColor.a = 1.0f; } float3 sourceTexture = textures[pushConstants.SourceTextureID].Sample(mySampler[0], uv).rgb; float ratio = float(sampleValue != target && hasHit > 0.0f); float4 finalColor = float4( lerp(sourceTexture.r, fragColor.r, ratio), lerp(sourceTexture.g, fragColor.g, ratio), lerp(sourceTexture.b, fragColor.b, ratio), lerp(1.0f, fragColor.a, ratio) ); output.oColor0 = finalColor; return output; }