Files
Nuake/Data/Shaders/outline.shader
2025-04-14 14:34:26 -04:00

172 lines
3.9 KiB
GLSL

// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> 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<Vertex> 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> 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<Light> 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<CameraView> 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;
float2 GetTexelSize(Texture2D tex)
{
uint width, height;
tex.GetDimensions(width, height);
return 1.0 / float2(width, height);
}
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;
float depth = textures[pushConstants.DepthTextureID].Sample(mySampler, uv).r;
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)) * (GetTexelSize(textures[entityIDTextureID])) * radius;
float2 sampleUV = uv + uvOffset;
sampleUV.x = clamp(sampleUV.x, 0.0, 0.999);
sampleUV.y = clamp(sampleUV.y, 0.0, 0.999);
float sample = textures[entityIDTextureID].Sample(mySampler, sampleUV).r;
float sampleDepth = textures[pushConstants.DepthTextureID].Sample(mySampler, sampleUV).r;
if(sample == target && sampleDepth != 1.0f && sampleDepth > depth)
{
hasHit = 1.0f;
}
float alpha = smoothstep(0.5, 0.9, hasHit);
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;
}
float3 sourceTexture = textures[pushConstants.SourceTextureID].Sample(mySampler, uv).rgb;
float ratio = float(sampleValue != target && hasHit > 0.0f);
float4 finalColor = float4(
lerp(sourceTexture.r, fragColor.r, ratio),
lerp(sourceTexture.g, fragColor.g, ratio),
lerp(sourceTexture.b, fragColor.b, ratio),
lerp(1.0f, fragColor.a, ratio)
);
output.oColor0 = finalColor;
return output;
}