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https://github.com/antopilo/Nuake.git
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106 lines
2.9 KiB
GLSL
106 lines
2.9 KiB
GLSL
#include "Utils/header.hlsl"
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struct PSInput
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{
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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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float LinearizeDepth(float depth, float nearPlane, float farPlane)
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{
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return (2.0 * nearPlane) / (farPlane + nearPlane - (1.0 - depth) * (farPlane - nearPlane));
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}
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PSOutput main(PSInput input)
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{
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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[0], uv).r;
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float depth = textures[pushConstants.DepthTextureID].Sample(mySampler[0], 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 = 64.0;
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for(float i = 0.0f; i < TAU; i += TAU / steps)
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{
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float2 uvOffset = float2(cos(i), sin(i)) * (GetTexelSize(textures[entityIDTextureID])) * radius;
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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[0], sampleUV).r;
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float sampleDepth = textures[pushConstants.DepthTextureID].Sample(mySampler[0], sampleUV).r;
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//sampleDepth = LinearizeDepth(sampleDepth, 0.1f, 200.0f);
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//depth = LinearizeDepth(depth, 0.1f, 200.0f);
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bool passDepthTest = (sampleDepth > depth);
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if(sample == target && passDepthTest)
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{
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hasHit = 1.0f;
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if(passDepthTest && sampleValue == target)
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{
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//hasHit = 0.0f;
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}
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}
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float alpha = smoothstep(0.1, 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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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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float3 sourceTexture = textures[pushConstants.SourceTextureID].Sample(mySampler[0], 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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} |