aboutsummaryrefslogtreecommitdiff
path: root/assets/shaders/outline_post_process.wgsl
diff options
context:
space:
mode:
Diffstat (limited to 'assets/shaders/outline_post_process.wgsl')
-rw-r--r--assets/shaders/outline_post_process.wgsl72
1 files changed, 40 insertions, 32 deletions
diff --git a/assets/shaders/outline_post_process.wgsl b/assets/shaders/outline_post_process.wgsl
index e5263a1..8f05e01 100644
--- a/assets/shaders/outline_post_process.wgsl
+++ b/assets/shaders/outline_post_process.wgsl
@@ -1,15 +1,11 @@
#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput;
-#import bevy_pbr::{ rgb9e5 };
-#import bevy_pbr::view_transformations::{
- perspective_camera_near,
-};
-#import bevy_pbr::mesh_view_bindings as view_bindings;
struct OutlinePostProcessSettings {
weight: f32,
+ color: vec4<f32>,
normal_threshold: f32,
depth_threshold: f32,
- adaptive: u32,
+ adaptive_threshold: f32,
camera_near: f32,
}
@@ -30,58 +26,70 @@ fn fragment(
let outline_width = settings.weight / vec2f(textureDimensions(screen_texture));
let uv_top = vec2f(in.uv.x, in.uv.y - outline_width.y);
+ let uv_bottom = vec2f(in.uv.x, in.uv.y + outline_width.y);
let uv_right = vec2f(in.uv.x + outline_width.x, in.uv.y);
+ let uv_left = vec2f(in.uv.x - outline_width.x, in.uv.y);
let uv_top_right = vec2f(in.uv.x + outline_width.x, in.uv.y - outline_width.y);
// NORMAL FACTOR {{{
- let normal = textureSample(normal_texture, normal_sampler, in.uv);
- let normal_top = textureSample(normal_texture, normal_sampler, uv_top);
- let normal_right = textureSample(normal_texture, normal_sampler, uv_right);
- let normal_top_right = textureSample(normal_texture, normal_sampler, uv_top_right);
+ let normal = textureSample(normal_texture, normal_sampler, in.uv).xyz;
+ let normal_top = textureSample(normal_texture, normal_sampler, uv_top).xyz;
+ let normal_right = textureSample(normal_texture, normal_sampler, uv_right).xyz;
+ let normal_top_right = textureSample(normal_texture, normal_sampler, uv_top_right).xyz;
let normal_delta_top = abs(normal - normal_top);
let normal_delta_right = abs(normal - normal_right);
let normal_delta_top_right = abs(normal - normal_top_right);
- let normal_delta_max = max(normal_delta_top, max(normal_delta_right, normal_delta_top_right));
- let normal_delta_raw = max(normal_delta_max.x, max(normal_delta_max.y, normal_delta_max.z));
+ let normal_top_sum = max(normal_delta_top.x, max(normal_delta_top.y, normal_delta_top.z));
+ let normal_right_sum = max(normal_delta_right.x, max(normal_delta_right.y, normal_delta_right.z));
+ let normal_top_right_sum = max(normal_delta_top_right.x, max(normal_delta_top_right.y, normal_delta_top_right.z));
- let show_outline_normal = f32(normal_delta_raw > settings.normal_threshold);
- let normal_outline = vec4f(show_outline_normal, show_outline_normal, show_outline_normal, 0.0);
+ var normal_difference = step(settings.normal_threshold, max(normal_top_sum, max(normal_right_sum, normal_top_right_sum)));
+ let normal_outline = normal_difference;
// }}}
- let frag_width = settings.weight / vec2f(textureDimensions(screen_texture));
- let depth_uv_top_right = vec2f(in.uv.x + frag_width.x, in.uv.y - frag_width.y);
- let depth_uv_top_left = vec2f(in.uv.x - frag_width.x, in.uv.y - frag_width.y);
- let depth_uv_bottom_right = vec2f(in.uv.x + frag_width.x, in.uv.y + frag_width.y);
- let depth_uv_bottom_left = vec2f(in.uv.x - frag_width.x, in.uv.y + frag_width.y);
// DEPTH FACTOR {{{
let depth_color = textureSample(depth_texture, depth_sampler, in.uv);
+ let depth_color_top = textureSample(depth_texture, depth_sampler, uv_top);
+ let depth_color_bottom = textureSample(depth_texture, depth_sampler, uv_bottom);
+ let depth_color_right = textureSample(depth_texture, depth_sampler, uv_right);
+ let depth_color_left = textureSample(depth_texture, depth_sampler, uv_left);
+
let depth = linearize_depth(depth_color);
- let depth_top_right = linearize_depth(textureSample(depth_texture, depth_sampler, depth_uv_top_right));
- let depth_top_left = linearize_depth(textureSample(depth_texture, depth_sampler, depth_uv_top_left));
- let depth_bottom_right = linearize_depth(textureSample(depth_texture, depth_sampler, depth_uv_bottom_right));
- let depth_bottom_left = linearize_depth(textureSample(depth_texture, depth_sampler, depth_uv_bottom_left));
+ let depth_top = linearize_depth(depth_color_top);
+ let depth_bottom = linearize_depth(depth_color_bottom);
+ let depth_right = linearize_depth(depth_color_right);
+ let depth_left = linearize_depth(depth_color_left);
var depth_delta = 0.0;
- depth_delta = depth_delta + depth - depth_top_right;
- depth_delta = depth_delta + depth - depth_top_left;
- depth_delta = depth_delta + depth - depth_bottom_right;
- depth_delta = depth_delta + depth - depth_bottom_left;
+ depth_delta = depth_delta + depth - depth_top;
+ depth_delta = depth_delta + depth - depth_bottom;
+ depth_delta = depth_delta + depth - depth_right;
+ depth_delta = depth_delta + depth - depth_left;
- var depth_outline = vec4(step(settings.depth_threshold, depth_delta));
+ var depth_outline = step(settings.depth_threshold, depth_delta);
if depth_color == 0.0 {
- depth_outline = vec4(0.0);
+ depth_outline = 0.0;
}
// }}}
- var outline = (depth_outline + normal_outline);
- if settings.adaptive != 0 && luma < 0.5 {
+ var outline = saturate(depth_outline + normal_outline);
+ if (1.0 - luma) > settings.adaptive_threshold {
outline = outline * -1;
}
- return screen_color - outline ;
+ if (outline == 1.0) {
+ return settings.color;
+ }
+ if (outline == -1.0) {
+ return vec4(vec3(1.0) - settings.color.xyz, 1.0);
+ }
+ return screen_color;
}
fn linearize_depth(depth: f32) -> f32 {
+ if depth == 0.0 {
+ return 0.0;
+ }
return settings.camera_near / depth;
}