Pixel-Composer/shaders/sh_outline/sh_outline.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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#define TAU 6.283185307179586
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uniform vec2 dimension;
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uniform vec2 borderStart;
uniform int borderStartUseSurf;
uniform sampler2D borderStartSurf;
uniform vec2 borderSize;
uniform int borderSizeUseSurf;
uniform sampler2D borderSizeSurf;
uniform vec4 borderColor;
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uniform int side;
uniform int crop_border;
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uniform int is_aa;
uniform int is_blend;
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uniform vec2 blend_alpha;
uniform int blend_alphaUseSurf;
uniform sampler2D blend_alphaSurf;
uniform int sampleMode;
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uniform int outline_only;
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vec2 round(in vec2 v) { #region
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v.x = fract(v.x) > 0.5? ceil(v.x) : floor(v.x);
v.y = fract(v.y) > 0.5? ceil(v.y) : floor(v.y);
return v;
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} #endregion
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vec4 sampleTexture(vec2 pos) { #region
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
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else if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
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return vec4(0.);
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} #endregion
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vec4 blendColor(vec4 base, vec4 colr, float alpha) {
float blend = base.a + colr.a * alpha * (1. - base.a);
vec4 col = (colr * alpha + base * base.a * ( 1. - alpha )) / blend;
col.a = base.a + colr.a * alpha;
return col;
}
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void main() { #region
#region params
float bStr = borderStart.x;
if(borderStartUseSurf == 1) {
vec4 _vMap = texture2D( borderStartSurf, v_vTexcoord );
bStr = mix(borderStart.x, borderStart.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float bSiz = borderSize.x;
if(borderSizeUseSurf == 1) {
vec4 _vMap = texture2D( borderSizeSurf, v_vTexcoord );
bSiz = mix(borderSize.x, borderSize.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float bld = blend_alpha.x;
if(blend_alphaUseSurf == 1) {
vec4 _vMap = texture2D( blend_alphaSurf, v_vTexcoord );
bld = mix(blend_alpha.x, blend_alpha.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
#endregion
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vec2 pixelPosition = v_vTexcoord * dimension;
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vec4 baseColor = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 col = outline_only == 0? baseColor : vec4(0.);
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bool isOutline = false;
bool closetCollected = false;
vec4 closetColor;
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float closetDistance = 9999.;
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#region filter out filled ot empty pixel
bool isBorder = false;
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if(side == 0) isBorder = baseColor.a > 0.;
else if(side == 1) isBorder = baseColor.a < 1.;
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if(!isBorder) {
gl_FragColor = col;
return;
}
#endregion
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if(bSiz + bStr > 0.) {
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for(float i = 1.; i <= 32.; i++) {
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if(i > bStr + bSiz + float(is_aa)) break;
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float base = 1.;
float top = 0.;
for(float j = 0.; j <= 64.; j++) {
float ang = top / base * TAU;
top += 2.;
if(top >= base) {
top = 1.;
base *= 2.;
}
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vec2 pxs = pixelPosition + vec2( cos(ang), sin(ang)) * i;
vec2 txs = pxs / dimension;
pxs = floor(pxs) + 0.5;
if(side == 0 && crop_border == 1 && (txs.x < 0. || txs.x > 1. || txs.y < 0. || txs.y > 1.)) continue;
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vec4 sam = sampleTexture( txs );
if(side == 0 && sam.a > 0.) continue; //inside border, skip if current pixel is filled
if(side == 1 && sam.a < 1.) continue; //outside border, skip if current pixel is empty
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isOutline = true;
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float dist = distance(pixelPosition, pxs);
if(dist < closetDistance) {
closetDistance = dist;
closetColor = sam;
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}
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}
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}
} else {
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closetDistance = 0.;
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float tauDiv = TAU / 4.;
for(float j = 0.; j < 4.; j++) {
float ang = j * tauDiv;
vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) ) / dimension;
if(side == 0 && crop_border == 1 && (pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.)) continue;
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vec4 sam = sampleTexture( pxs );
if((side == 0 && sam.a == 0.) || (side == 1 && sam.a > 0.)) {
isOutline = true;
if(!closetCollected) {
closetCollected = true;
closetColor = sam;
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}
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break;
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}
}
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}
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if(!isOutline) {
gl_FragColor = col;
return;
}
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float _aa = 1.;
if(is_aa == 1) _aa = min(smoothstep(bSiz + bStr + 1., bSiz + bStr, closetDistance), smoothstep(bStr - 1., bStr, closetDistance));
else _aa = min(step(-(bSiz + bStr + 0.5), -closetDistance), step(bStr - 0.5, closetDistance));
if(is_blend == 0) col = blendColor(baseColor, borderColor, _aa);
else col = blendColor(side == 0? baseColor : closetColor, borderColor, _aa * bld);
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gl_FragColor = col;
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} #endregion