#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; uniform sampler2D u_Depth; uniform float u_Radius; 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 = u_Radius; vec2 uv = a_UV; // sample middle uint middleSample = texture(u_EntityTexture, uv).r; float depth = texture(u_Depth, uv).r; // Correct aspect ratio vec2 aspect = 1.0 / vec2(textureSize(u_EntityTexture, 0)); float hasHit = 0.0f; 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; // We dont want to sample outside the viewport vec2 sampleUv = uv + offset; 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 != 0.0f && depthTarget < depth) { hasHit = 1.0f; } // Mix outline with background float alpha = smoothstep(0.5, 0.9, int(col != target) * hasHit * 10.0f); vec4 outputColor = vec4( mix(fragColor.r, u_OutlineColor.r, alpha), mix(fragColor.g, u_OutlineColor.g, alpha), mix(fragColor.b, u_OutlineColor.b, alpha), mix(fragColor.a, u_OutlineColor.a, alpha) ); fragColor = outputColor; } if(fragColor.a > 0.1) { fragColor.a = 1.0f; } float ratio = float(middleSample != target && hasHit > 0.0f); vec4 finalColor = vec4( mix(0, fragColor.r, ratio), mix(0, fragColor.g, ratio), mix(0, fragColor.b, ratio), mix(0, fragColor.a, ratio) ); FragColor = finalColor; }