mirror of
https://github.com/antopilo/Nuake.git
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91 lines
2.0 KiB
GLSL
91 lines
2.0 KiB
GLSL
#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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{
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a_UV = UVPosition;
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gl_Position = vec4(VertexPosition, 1.0f);
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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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{
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int target = u_EntityID;
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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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{
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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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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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// 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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);
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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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