Fixed outline wrapping vertically when outline is on edge

This commit is contained in:
Antoine Pilote
2024-08-16 18:03:19 -04:00
parent 48949ba6eb
commit 1fd9ce8cae
2 changed files with 56 additions and 54 deletions

View File

@@ -271593,56 +271593,58 @@ const std::string Resources_Shaders_outline_shader_path = R"(Resources/Shaders/o
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};
unsigned int Resources_Shaders_outline_shader_len = 1734;
unsigned int Resources_Shaders_outline_shader_len = 1761;
// Data for file: Resources_Shaders_pbr_shader_path
const std::string Resources_Shaders_pbr_shader_path = R"(Resources/Shaders/pbr.shader)";
@@ -272946,7 +272948,7 @@ const std::string Resources_Shaders_shadowMap_skinned_shader_path = R"(Resources
unsigned char Resources_Shaders_shadowMap_skinned_shader[] = {
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@@ -273035,7 +273037,7 @@ const std::string Resources_Shaders_shadowMap_skinned_shader_path = R"(Resources
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};

View File

@@ -49,12 +49,12 @@ void main()
// We dont want to sample outside the viewport
vec2 sampleUv = uv + offset;
sampleUv.x = clamp(sampleUv.x, 0.0, 1.0);
sampleUv.y = clamp(sampleUv.y, 0.0, 1.0);
sampleUv.x = clamp(sampleUv.x, 0.0, 0.999);
sampleUv.y = clamp(sampleUv.y, 0.0, 0.999);
uint col = texture(u_EntityTexture, sampleUv).r;
float depthTarget = texture(u_Depth, sampleUv).r;
if(col == target && depthTarget < depth)
if(col == target && depthTarget != 0.0f && depthTarget < depth)
{
hasHit = 1.0f;
}