From 1fd9ce8caeb1ab2aec9f091e114902f51fabc120 Mon Sep 17 00:00:00 2001 From: Antoine Pilote Date: Fri, 16 Aug 2024 18:03:19 -0400 Subject: [PATCH] Fixed outline wrapping vertically when outline is on edge --- Nuake/src/Resource/StaticResources.cpp | 104 +++++++++++++------------ Resources/Shaders/outline.shader | 6 +- 2 files changed, 56 insertions(+), 54 deletions(-) diff --git a/Nuake/src/Resource/StaticResources.cpp b/Nuake/src/Resource/StaticResources.cpp index de2e4a55..2dcaac89 100644 --- a/Nuake/src/Resource/StaticResources.cpp +++ b/Nuake/src/Resource/StaticResources.cpp @@ -271593,56 +271593,58 @@ const std::string Resources_Shaders_outline_shader_path = R"(Resources/Shaders/o 0x0a, 0x09, 0x09, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x55, 0x76, 0x2e, 0x78, 0x20, 0x3d, 0x20, 0x63, 0x6c, 0x61, 0x6d, 0x70, 0x28, 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x55, 0x76, 0x2e, 0x78, 0x2c, 0x20, 0x30, 0x2e, - 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0d, 0x0a, 0x09, 0x09, - 0x73, 0x61, 0x6d, 0x70, 0x6c, 0x65, 0x55, 0x76, 0x2e, 0x79, 0x20, 0x3d, - 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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[] = { 0x23, 0x73, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x0d, 0x0a, 0x23, 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, - 0x20, 0x34, 0x36, 0x30, 0x20, 0x63, 0x6f, 0x72, 0x65, 0x0d, 0x0a, 0x0d, + 0x20, 0x34, 0x34, 0x30, 0x20, 0x63, 0x6f, 0x72, 0x65, 0x0d, 0x0a, 0x0d, 0x0a, 0x6c, 0x61, 0x79, 0x6f, 0x75, 0x74, 0x28, 0x6c, 0x6f, 0x63, 0x61, 0x74, 0x69, 0x6f, 0x6e, 0x20, 0x3d, 0x20, 0x30, 0x29, 0x20, 0x69, 0x6e, 0x20, 0x76, 0x65, 0x63, 0x33, 0x20, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, @@ -273035,7 +273037,7 @@ const std::string Resources_Shaders_shadowMap_skinned_shader_path = R"(Resources 0x6c, 0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0d, 0x0a, 0x7d, 0x0d, 0x0a, 0x0d, 0x0a, 0x23, 0x73, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74, 0x0d, 0x0a, 0x23, - 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x34, 0x36, 0x30, 0x20, + 0x76, 0x65, 0x72, 0x73, 0x69, 0x6f, 0x6e, 0x20, 0x34, 0x34, 0x30, 0x20, 0x63, 0x6f, 0x72, 0x65, 0x0d, 0x0a, 0x0d, 0x0a, 0x76, 0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x28, 0x29, 0x20, 0x7b, 0x20, 0x7d }; diff --git a/Resources/Shaders/outline.shader b/Resources/Shaders/outline.shader index 4f976b41..e22a2983 100644 --- a/Resources/Shaders/outline.shader +++ b/Resources/Shaders/outline.shader @@ -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; }