#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, depth_threshold: f32, adaptive: u32, camera_near: f32, } @group(0) @binding(0) var screen_texture: texture_2d; @group(0) @binding(1) var screen_sampler: sampler; @group(0) @binding(2) var normal_texture: texture_2d; @group(0) @binding(3) var normal_sampler: sampler; @group(0) @binding(4) var depth_texture: texture_depth_2d; @group(0) @binding(5) var depth_sampler: sampler; @group(0) @binding(6) var settings: OutlinePostProcessSettings; @fragment fn fragment( in: FullscreenVertexOutput ) -> @location(0) vec4 { let screen_color = textureSample(screen_texture, screen_sampler, in.uv); let luma = (0.2126 * screen_color.r + 0.7152 * screen_color.g + 0.0722 * screen_color.b); 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; }