Pixel-Composer/shaders/sh_outline/sh_outline.fsh
2022-09-21 11:09:40 +07:00

123 lines
2.7 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float borderSize;
uniform vec4 borderColor;
uniform int side;
uniform int is_aa;
uniform int is_blend;
uniform float blend_alpha;
uniform int outline_only;
#define TAU 6.28318
vec2 round(in vec2 v) {
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;
}
void main() {
vec2 pixelPosition = v_vTexcoord * dimension;
vec4 point = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 col;
if(outline_only == 0)
col = point;
else
col = vec4(0.);
bool isOutline = false;
float outline_alpha = 1.;
bool closetCollected = false;
vec4 closetColor;
bool isBorder = false;
if(side == 0)
isBorder = point.a == 1.;
else if(side == 1)
isBorder = point.a < 1.;
if(isBorder) {
if(borderSize > 0.) {
outline_alpha = 0.;
float tauDiv = TAU / 64.;
for(float i = 1.; i <= 32.; i++) {
if(i > borderSize) break;
for(float j = 0.; j < 64.; j++) {
float ang = j * tauDiv;
vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * i) / dimension;
vec4 sam = texture2D( gm_BaseTexture, pxs );
if((side == 0 && sam.a < 1.) || (side == 1 && sam.a > 0.)) {
isOutline = true;
if(!closetCollected) {
closetCollected = true;
closetColor = sam;
}
if(i == borderSize)
outline_alpha += sam.a;
else
outline_alpha = 1.;
}
}
}
} else {
outline_alpha = 1.;
float tauDiv = TAU / 4.;
for(float j = 0.; j < 4.; j++) {
float ang = j * tauDiv;
vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) ) / dimension;
vec4 sam = texture2D( gm_BaseTexture, pxs );
if((side == 0 && sam.a == 0.) || (side == 1 && sam.a > 0.)) {
isOutline = true;
if(!closetCollected) {
closetCollected = true;
closetColor = sam;
}
break;
}
}
}
if(isOutline) {
if(is_blend == 0) {
if(side == 0) {
col = borderColor;
if(is_aa == 1)
col.a = point.a;
} else {
float alpha = point.a + outline_alpha * (1. - point.a);
col = ((point * point.a) + (borderColor * outline_alpha * (1. - point.a))) / alpha;
if(is_aa == 1)
col.a = alpha;
else
col.a = 1.;
}
} else {
vec4 bcol;
if(side == 0)
bcol = point;
else if(side == 1)
bcol = closetColor;
float blend = blend_alpha * outline_alpha;
if(is_aa == 0)
blend = blend_alpha;
float alpha = bcol.a + blend * (1. - bcol.a);
col = (borderColor * blend + bcol * bcol.a * ( 1. - blend )) / alpha;
col.a = alpha;
}
}
}
gl_FragColor = col;
}