Added selection outline✍️

This commit is contained in:
Antoine Pilote
2023-10-09 19:05:43 -04:00
parent 85ffe34d32
commit 84bd2f3399
11 changed files with 265 additions and 20 deletions

View File

@@ -27,5 +27,12 @@ void main()
vec4 a = texture(u_Source, UV);
vec4 b = texture(u_Source2, UV);
FragColor = vec4(vec3(a.rgb + (b.rgb) / 2.0), a.a);
if(b.a < 0.1f)
{
FragColor = a;
}
else
{
FragColor = vec4(vec3(a.rgb + (b.rgb) / 2.0), a.a);
}
}

View File

@@ -0,0 +1,56 @@
#shader vertex
#version 440 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 a_UV;
void main()
{
a_UV = UVPosition;
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 440 core
uniform int u_EntityID;
uniform usampler2D u_EntityTexture;
uniform vec4 u_OutlineColor;
out vec4 FragColor;
in vec2 a_UV;
void main()
{
int target = u_EntityID;
const float TAU = 6.28318530;
const float steps = 32.0;
float radius = 4.f;
vec2 uv = a_UV;
// Correct aspect ratio
vec2 aspect = 1.0 / vec2(textureSize(u_EntityTexture, 0));
vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0f);
for (float i = 0.0; i < TAU; i += TAU / steps)
{
// Sample image in a circular pattern
vec2 offset = vec2(sin(i), cos(i)) * aspect * radius;
uint col = texture(u_EntityTexture, uv + offset).r;
// Mix outline with background
float alpha = smoothstep(0.5, 0.7, int(col != target) * 10.0f);
fragColor = mix(fragColor, u_OutlineColor, alpha);
}
if(fragColor.a > 0.1)
{
fragColor.a = 1.0f;
}
FragColor = mix(vec4(0), fragColor, texture(u_EntityTexture, uv).r == target);
}