diff options
Diffstat (limited to 'assets/shaders')
-rw-r--r-- | assets/shaders/outline_post_process.wgsl | 109 |
1 files changed, 67 insertions, 42 deletions
diff --git a/assets/shaders/outline_post_process.wgsl b/assets/shaders/outline_post_process.wgsl index e4dfacc..e5263a1 100644 --- a/assets/shaders/outline_post_process.wgsl +++ b/assets/shaders/outline_post_process.wgsl @@ -1,62 +1,87 @@ #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, normal_threshold: f32, - adaptive: u32, - light_threshold: f32, + depth_threshold: f32, + adaptive: u32, + camera_near: f32, } @group(0) @binding(0) var screen_texture: texture_2d<f32>; @group(0) @binding(1) var screen_sampler: sampler; @group(0) @binding(2) var normal_texture: texture_2d<f32>; @group(0) @binding(3) var normal_sampler: sampler; -@group(0) @binding(4) var deferred_texture: texture_2d<u32>; -@group(0) @binding(5) var<uniform> settings: OutlinePostProcessSettings; +@group(0) @binding(4) var depth_texture: texture_depth_2d; +@group(0) @binding(5) var depth_sampler: sampler; +@group(0) @binding(6) var<uniform> settings: OutlinePostProcessSettings; @fragment fn fragment( in: FullscreenVertexOutput ) -> @location(0) vec4<f32> { let screen_color = textureSample(screen_texture, screen_sampler, in.uv); - let deferred_dimensions = textureDimensions(deferred_texture); - let deferred_texel = textureLoad(deferred_texture, vec2u(vec2f(deferred_dimensions) * in.uv), 0); - let deferred_color = vec4f(vec3f(unpack4x8unorm(deferred_texel.r).rgb), 1.0); - let emissive = vec4f(rgb9e5::rgb9e5_to_vec3_(deferred_texel.g), 1.0); - let light = screen_color / ((deferred_color) + vec4f(0.001, 0.001, 0.001, 1.0)); - let luma = (0.2126 * screen_color.r + 0.7152 * screen_color.g + 0.0722 * screen_color.b); - let light_luma = (0.2126 * light.r + 0.7152 * light.g + 0.0722 * light.b); - let emissive_luma = (0.2126 * emissive.r + 0.7152 * emissive.g + 0.0722 * emissive.b); - let final_luma = luma + light_luma + emissive_luma; - - if final_luma > settings.light_threshold { - let outline_width = settings.weight / vec2f(textureDimensions(screen_texture)); - - let uv_top = 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_top_right = vec2f(in.uv.x + outline_width.x, in.uv.y - outline_width.y); - - 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_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 show_outline = f32(normal_delta_raw > settings.normal_threshold); - - var outline = vec4f(show_outline, show_outline, show_outline, 0.0); - if settings.adaptive != 0 && luma < 0.5 { - outline = outline * -1; - } - return screen_color - outline + emissive; - } - return screen_color + emissive; + + let outline_width = settings.weight / vec2f(textureDimensions(screen_texture)); + let uv_top = 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_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_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 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); + // }}} + + 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 = 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)); + + 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; + + var depth_outline = vec4(step(settings.depth_threshold, depth_delta)); + if depth_color == 0.0 { + depth_outline = vec4(0.0); + } + // }}} + + var outline = (depth_outline + normal_outline); + if settings.adaptive != 0 && luma < 0.5 { + outline = outline * -1; + } + return screen_color - outline ; +} + +fn linearize_depth(depth: f32) -> f32 { + return settings.camera_near / depth; } |