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-rw-r--r--assets/shaders/outline_post_process.wgsl109
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;
}