// Transforms struct ModelData { float4x4 model; }; [[vk::binding(0, 0)]] StructuredBuffer model : register(t1); // Vertex struct Vertex { float3 position; float uv_x; float3 normal; float uv_y; float3 tangent; float3 bitangent; }; [[vk::binding(0, 1)]] StructuredBuffer vertexBuffer : register(t2); // Samplers [[vk::binding(0, 2)]] SamplerState mySampler : register(s0); // Materials struct Material { bool hasAlbedo; float3 albedo; bool hasNormal; bool hasMetalness; bool hasRoughness; bool hasAO; float metalnessValue; float roughnessValue; float aoValue; int albedoTextureId; int normalTextureId; int metalnessTextureId; int roughnessTextureId; int aoTextureId; }; [[vk::binding(0, 3)]] StructuredBuffer material; // Textures [[vk::binding(0, 4)]] Texture2D textures[]; // Lights struct Light { float3 position; int type; float4 color; float3 direction; float outerConeAngle; float innerConeAngle; bool castShadow; int shadowMapTextureId[4]; int transformId[4]; }; [[vk::binding(0, 5)]] StructuredBuffer lights; // Cameras struct CameraView { float4x4 View; float4x4 Projection; float4x4 ViewProjection; float4x4 InverseView; float4x4 InverseProjection; float3 Position; float Near; float Far; }; [[vk::binding(0, 6)]] StructuredBuffer cameras; 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; 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, uv).r; if(abs(sampleValue - target) < 0.0001) { output.oColor0 = outlineColor; output.oColor0.a = 1.0; return output; } float4 fragColor = float4(0, 0, 0, 0); const float TAU = 6.28318530; const float steps = 32.0; for(float i = 0.0f; i < TAU; i += TAU / steps) { float2 uvOffset = float2(sin(i), cos(i)) * radius; float2 sampleUV = uv + uvOffset; sampleUV.x = clamp(sampleUV.x, 0.0, 0.999); sampleUV.y = clamp(sampleUV.y, 0.0, 0.999); int sampleValue = (int)textures[entityIDTextureID].Sample(mySampler, sampleUV).r; if(sampleValue == target) { hasHit = 1.0f; } float alpha = smoothstep(0.5, 0.9, int(sampleValue != target) * hasHit * 10.0f); 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; } output.oColor0 = fragColor; return output; }