Pixel-Composer/shaders/sh_outline/sh_outline.fsh

204 lines
5.2 KiB
Text
Raw Normal View History

2022-01-13 05:24:03 +01:00
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
2024-01-24 13:45:06 +01:00
#define TAU 6.283185307179586
2022-01-13 05:24:03 +01:00
uniform vec2 dimension;
2023-12-23 09:39:55 +01:00
uniform vec2 borderStart;
uniform int borderStartUseSurf;
uniform sampler2D borderStartSurf;
uniform vec2 borderSize;
uniform int borderSizeUseSurf;
uniform sampler2D borderSizeSurf;
uniform vec4 borderColor;
2022-01-13 05:24:03 +01:00
uniform int side;
uniform int crop_border;
2022-01-13 05:24:03 +01:00
uniform int is_aa;
uniform int is_blend;
2024-05-17 15:25:01 +02:00
uniform int filter[9];
2022-01-13 05:24:03 +01:00
2023-12-23 09:39:55 +01:00
uniform vec2 blend_alpha;
uniform int blend_alphaUseSurf;
uniform sampler2D blend_alphaSurf;
uniform int sampleMode;
2022-01-13 05:24:03 +01:00
uniform int outline_only;
uniform int highRes;
2022-01-13 05:24:03 +01:00
vec2 round(in vec2 v) {
2022-01-13 05:24:03 +01:00
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;
}
2022-01-13 05:24:03 +01:00
vec4 sampleTexture(vec2 pos) {
2023-01-17 08:11:55 +01:00
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
2023-01-01 02:06:02 +01:00
return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
2024-02-15 14:23:26 +01:00
else if(sampleMode == 1)
2023-01-01 02:06:02 +01:00
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
2024-02-15 14:23:26 +01:00
else if(sampleMode == 2)
2023-01-01 02:06:02 +01:00
return texture2D(gm_BaseTexture, fract(pos));
2024-02-15 14:23:26 +01:00
else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
2023-01-01 02:06:02 +01:00
return vec4(0.);
}
2023-01-01 02:06:02 +01:00
2024-04-24 05:09:18 +02:00
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;
}
2024-05-17 15:25:01 +02:00
bool angleFiltered(float angle) {
float _dg = mod((degrees(angle) + 360. + ((side == 0)? 180. : 0.)), 360.);
int _ind = 0;
if(_dg <= 22.5 + 45. * 0.) _ind = 3;
else if(_dg <= 22.5 + 45. * 1.) _ind = 0;
else if(_dg <= 22.5 + 45. * 2.) _ind = 1;
else if(_dg <= 22.5 + 45. * 3.) _ind = 2;
else if(_dg <= 22.5 + 45. * 4.) _ind = 5;
else if(_dg <= 22.5 + 45. * 5.) _ind = 8;
else if(_dg <= 22.5 + 45. * 6.) _ind = 7;
else if(_dg <= 22.5 + 45. * 7.) _ind = 6;
else _ind = 3;
return filter[_ind] == 0;
}
void main() {
2023-12-23 09:39:55 +01:00
#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
2022-01-13 05:24:03 +01:00
vec2 pixelPosition = v_vTexcoord * dimension;
2024-04-24 05:09:18 +02:00
vec4 baseColor = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 col = outline_only == 0? baseColor : vec4(0.);
2022-01-13 05:24:03 +01:00
bool isOutline = false;
bool closetCollected = false;
vec4 closetColor;
2024-04-24 05:09:18 +02:00
float closetDistance = 9999.;
2022-01-13 05:24:03 +01:00
#region filter out filled ot empty pixel
bool isBorder = false;
2024-04-24 05:09:18 +02:00
if(side == 0) isBorder = baseColor.a > 0.;
else if(side == 1) isBorder = baseColor.a < 1.;
2022-01-13 05:24:03 +01:00
if(!isBorder) {
gl_FragColor = col;
return;
}
#endregion
2023-01-01 02:06:02 +01:00
2023-12-23 09:39:55 +01:00
if(bSiz + bStr > 0.) {
float itr = bStr + bSiz + float(is_aa);
float atr = highRes == 1? 256. : 64.;
for(float i = 1.; i <= itr; i++) {
// if(i > bStr + bSiz + float(is_aa)) break;
2023-01-01 02:06:02 +01:00
2023-02-23 07:02:19 +01:00
float base = 1.;
float top = 0.;
for(float j = 0.; j <= atr; j++) {
2023-02-23 07:02:19 +01:00
float ang = top / base * TAU;
top += 2.;
if(top >= base) {
top = 1.;
base *= 2.;
}
2024-05-17 15:25:01 +02:00
if(angleFiltered(ang)) continue;
2024-04-24 05:09:18 +02:00
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;
2024-04-24 05:09:18 +02:00
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
2023-01-01 02:06:02 +01:00
isOutline = true;
2024-04-24 05:09:18 +02:00
float dist = distance(pixelPosition, pxs);
if(dist < closetDistance) {
closetDistance = dist;
closetColor = sam;
2022-01-13 05:24:03 +01:00
}
2023-01-01 02:06:02 +01:00
2022-01-13 05:24:03 +01:00
}
2023-01-01 02:06:02 +01:00
}
} else {
2024-04-24 05:09:18 +02:00
closetDistance = 0.;
2023-01-01 02:06:02 +01:00
float tauDiv = TAU / 4.;
for(float j = 0.; j < 4.; j++) {
float ang = j * tauDiv;
2024-05-17 15:25:01 +02:00
if(angleFiltered(ang)) continue;
2023-01-01 02:06:02 +01:00
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;
2023-01-01 02:06:02 +01:00
vec4 sam = sampleTexture( pxs );
if((side == 0 && sam.a == 0.) || (side == 1 && sam.a > 0.)) {
isOutline = true;
if(!closetCollected) {
closetCollected = true;
closetColor = sam;
2022-01-13 05:24:03 +01:00
}
2023-01-01 02:06:02 +01:00
break;
2022-01-13 05:24:03 +01:00
}
}
2023-01-01 02:06:02 +01:00
}
2024-05-02 09:48:48 +02:00
gl_FragColor = col;
if(!isOutline) return;
2024-04-24 05:09:18 +02:00
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));
2024-05-02 09:48:48 +02:00
if(_aa == 0.) return;
2024-04-24 05:09:18 +02:00
if(is_blend == 0) col = blendColor(baseColor, borderColor, _aa);
2024-05-02 09:48:48 +02:00
else {
col = blendColor(side == 0? baseColor : closetColor, borderColor, _aa * bld);
col.a = _aa;
}
2022-01-13 05:24:03 +01:00
gl_FragColor = col;
}