#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput; struct OutlinePostProcessSettings { weight: f32, color: vec4, normal_threshold: f32, depth_threshold: f32, adaptive_threshold: f32, 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_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).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_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)); var normal_difference = step(settings.normal_threshold, max(normal_top_sum, max(normal_right_sum, normal_top_right_sum))); let normal_outline = normal_difference; // }}} // 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 = 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; depth_delta = depth_delta + depth - depth_bottom; depth_delta = depth_delta + depth - depth_right; depth_delta = depth_delta + depth - depth_left; var depth_outline = step(settings.depth_threshold, depth_delta); if depth_color == 0.0 { depth_outline = 0.0; } // }}} var outline = saturate(depth_outline + normal_outline); if (1.0 - luma) > settings.adaptive_threshold { outline = outline * -1; } 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; }