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Finished outline selection shader
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@@ -1,90 +1,172 @@
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#shader vertex
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#version 440 core
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layout(location = 0) in vec3 VertexPosition;
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layout(location = 1) in vec2 UVPosition;
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out flat vec2 a_UV;
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void main()
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// Transforms
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struct ModelData
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{
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a_UV = UVPosition;
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gl_Position = vec4(VertexPosition, 1.0f);
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct OutlinePushConstant
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{
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float4 Color;
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float Thickness;
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int SourceTextureID;
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int EntityIDTextureID;
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int DepthTextureID;
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float SelectedEntity;
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};
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[[vk::push_constant]]
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OutlinePushConstant pushConstants;
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float2 GetTexelSize(Texture2D tex)
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{
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uint width, height;
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tex.GetDimensions(width, height);
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return 1.0 / float2(width, height);
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}
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#shader fragment
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#version 440 core
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uniform int u_EntityID;
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uniform usampler2D u_EntityTexture;
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uniform vec4 u_OutlineColor;
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uniform sampler2D u_Depth;
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uniform float u_Radius;
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out vec4 FragColor;
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in vec2 a_UV;
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void main()
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PSOutput main(PSInput input)
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{
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int target = u_EntityID;
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PSOutput output;
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float4 outlineColor = pushConstants.Color;
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float target = pushConstants.SelectedEntity;
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float radius = pushConstants.Thickness;
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float2 uv = input.UV;
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int entityIDTextureID = pushConstants.EntityIDTextureID;
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float hasHit = 0.0f;
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float sampleValue = textures[entityIDTextureID].Sample(mySampler, uv).r;
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float depth = textures[pushConstants.DepthTextureID].Sample(mySampler, uv).r;
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float4 fragColor = float4(0, 0, 0, 0);
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const float TAU = 6.28318530;
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const float steps = 32.0;
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float radius = u_Radius;
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vec2 uv = a_UV;
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// sample middle
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uint middleSample = texture(u_EntityTexture, uv).r;
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float depth = texture(u_Depth, uv).r;
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// Correct aspect ratio
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vec2 aspect = 1.0 / vec2(textureSize(u_EntityTexture, 0));
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float hasHit = 0.0f;
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vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0f);
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for (float i = 0.0; i < TAU; i += TAU / steps)
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for(float i = 0.0f; i < TAU; i += TAU / steps)
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{
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// Sample image in a circular pattern
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vec2 offset = vec2(sin(i), cos(i)) * aspect * radius;
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// We dont want to sample outside the viewport
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vec2 sampleUv = uv + offset;
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sampleUv.x = clamp(sampleUv.x, 0.0, 0.999);
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sampleUv.y = clamp(sampleUv.y, 0.0, 0.999);
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float2 uvOffset = float2(sin(i), cos(i)) * (GetTexelSize(textures[entityIDTextureID])) * radius;
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uint col = texture(u_EntityTexture, sampleUv).r;
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float depthTarget = texture(u_Depth, sampleUv).r;
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if(col == target && depthTarget != 0.0f && depthTarget < depth)
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{
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hasHit = 1.0f;
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}
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float2 sampleUV = uv + uvOffset;
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sampleUV.x = clamp(sampleUV.x, 0.0, 0.999);
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sampleUV.y = clamp(sampleUV.y, 0.0, 0.999);
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float sample = textures[entityIDTextureID].Sample(mySampler, sampleUV).r;
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float sampleDepth = textures[pushConstants.DepthTextureID].Sample(mySampler, sampleUV).r;
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if(sample == target && sampleDepth != 1.0f && sampleDepth > depth)
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{
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hasHit = 1.0f;
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}
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// Mix outline with background
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float alpha = smoothstep(0.5, 0.9, int(col != target) * hasHit * 10.0f);
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vec4 outputColor = vec4(
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mix(fragColor.r, u_OutlineColor.r, alpha),
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mix(fragColor.g, u_OutlineColor.g, alpha),
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mix(fragColor.b, u_OutlineColor.b, alpha),
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mix(fragColor.a, u_OutlineColor.a, alpha)
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float alpha = smoothstep(0.5, 0.9, hasHit);
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float4 outputColor = float4(
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lerp(fragColor.r, outlineColor.r, alpha),
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lerp(fragColor.g, outlineColor.g, alpha),
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lerp(fragColor.b, outlineColor.b, alpha),
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lerp(fragColor.a, outlineColor.a, alpha)
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);
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fragColor = outputColor;
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}
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fragColor = outputColor;
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}
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if(fragColor.a > 0.1)
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{
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fragColor.a = 1.0f;
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}
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float ratio = float(middleSample != target && hasHit > 0.0f);
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vec4 finalColor = vec4(
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mix(0, fragColor.r, ratio),
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mix(0, fragColor.g, ratio),
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mix(0, fragColor.b, ratio),
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mix(0, fragColor.a, ratio)
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);
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FragColor = finalColor;
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}
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float3 sourceTexture = textures[pushConstants.SourceTextureID].Sample(mySampler, uv).rgb;
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float ratio = float(sampleValue != target && hasHit > 0.0f);
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float4 finalColor = float4(
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lerp(sourceTexture.r, fragColor.r, ratio),
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lerp(sourceTexture.g, fragColor.g, ratio),
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lerp(sourceTexture.b, fragColor.b, ratio),
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lerp(1.0f, fragColor.a, ratio)
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);
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output.oColor0 = finalColor;
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return output;
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}
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@@ -9,6 +9,8 @@
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#include "Nuake/Scene/Components/TransformComponent.h"
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#include "Nuake/Scene/Components/ModelComponent.h"
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#include "Engine.h"
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#include "Nuake/Resource/Project.h"
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#include "VulkanAllocator.h"
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@@ -194,7 +196,7 @@ SceneRenderPipeline::SceneRenderPipeline()
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TonemappedOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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TonemappedOutput->SetDebugName("TonemappedOutput");
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GBufferEntityID = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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GBufferEntityID = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
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GBufferEntityID->SetDebugName("GBufferEntityID");
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OutlineOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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@@ -690,8 +692,8 @@ void SceneRenderPipeline::RecreatePipeline()
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outlineConstant.EntityIDTextureID = GPUResources::Get().GetBindlessTextureID(GBufferEntityID->GetID());
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outlineConstant.DepthTextureID = GPUResources::Get().GetBindlessTextureID(GBufferDepth->GetID());
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outlineConstant.SelectedEntityID = ctx.selectedEntity;
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outlineConstant.Color = Vector4(1, 0, 0, 1);
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outlineConstant.Thickness = 4.0f;
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outlineConstant.Color = Engine::GetProject()->Settings.PrimaryColor;
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outlineConstant.Thickness = Engine::GetProject()->Settings.OutlineRadius;
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auto& cmd = ctx.commandBuffer;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(OutlineConstant), &outlineConstant);
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