Pixel-Composer/shaders/sh_outline/sh_outline.fsh
2023-02-23 13:02:19 +07:00

160 lines
3.3 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float borderStart;
uniform float borderSize;
uniform vec4 borderColor;
uniform int side;
uniform int is_aa;
uniform int is_blend;
uniform float blend_alpha;
uniform int sampleMode;
uniform int outline_only;
#define TAU 6.283185307179586
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;
}
vec4 sampleTexture(vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
if(sampleMode == 1)
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
if(sampleMode == 2)
return texture2D(gm_BaseTexture, fract(pos));
return vec4(0.);
}
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) {
gl_FragColor = col;
return;
}
if(borderSize + borderStart > 0.) {
outline_alpha = 0.;
for(float i = 1.; i <= 32.; i++) {
if(i > borderStart + borderSize) break;
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.;
}
vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * i) / dimension;
vec4 sam = sampleTexture( pxs );
if(side == 0 && sam.a > 0.)
continue;
if(side == 1 && sam.a < 1.)
continue;
if(i < borderStart) {
i = 9999.;
break;
}
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 = sampleTexture( pxs );
if((side == 0 && sam.a == 0.) || (side == 1 && sam.a > 0.)) {
isOutline = true;
if(!closetCollected) {
closetCollected = true;
closetColor = sam;
}
break;
}
}
}
if(!isOutline) {
gl_FragColor = col;
return;
}
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;
}