Pixel-Composer/shaders/sh_outline/sh_outline.fsh
2024-10-09 14:22:48 +07:00

233 lines
6.2 KiB
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define TAU 6.283185307179586
uniform vec2 dimension;
uniform int profile;
uniform vec2 borderStart;
uniform int borderStartUseSurf;
uniform sampler2D borderStartSurf;
uniform vec2 borderSize;
uniform int borderSizeUseSurf;
uniform sampler2D borderSizeSurf;
uniform vec4 borderColor;
uniform int side;
uniform int crop_border;
uniform int is_aa;
uniform int is_blend;
uniform int filter[9];
uniform vec2 blend_alpha;
uniform int blend_alphaUseSurf;
uniform sampler2D blend_alphaSurf;
uniform int sampleMode;
uniform int outline_only;
uniform int highRes;
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.);
else if(sampleMode == 1)
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
else if(sampleMode == 2)
return texture2D(gm_BaseTexture, fract(pos));
else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
return vec4(0.);
}
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;
}
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;
}
bool isOutline = false;
bool closetCollected = false;
vec4 closetColor = vec4(0.);
float closetDistance = 99999.;
void checkPixel(vec2 px, vec2 p) {
vec2 txs = p / dimension;
vec2 pxs = floor(p) + 0.5;
if(side == 0 && crop_border == 1 && (txs.x < 0. || txs.x > 1. || txs.y < 0. || txs.y > 1.)) return;
vec4 sam = sampleTexture( txs );
if(side == 0 && sam.a > 0.) return; //inside border, skip if current pixel is filled
if(side == 1 && sam.a < 1.) return; //outside border, skip if current pixel is empty
isOutline = true;
float dist = 0.;
if(profile == 0) dist = distance(px, pxs);
else if(profile == 1) dist = max(abs(px.x - pxs.x), abs(px.y - pxs.y));
else if(profile == 2) dist = abs(px.x - pxs.x) + abs(px.y - pxs.y);
if(dist < closetDistance) {
closetDistance = dist;
closetColor = sam;
}
}
void main() {
#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
vec2 pixelPosition = v_vTexcoord * dimension;
vec4 baseColor = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 col = outline_only == 0? baseColor : vec4(0.);
gl_FragColor = col;
#region filter out filled ot empty pixel
bool isBorder = false;
if(side == 0) isBorder = baseColor.a > 0.;
else if(side == 1) isBorder = baseColor.a < 1.;
if(!isBorder) {
gl_FragColor = col;
return;
}
#endregion
if(bSiz + bStr > 0.) {
float itr = bStr + bSiz + float(is_aa);
if(profile == 0) {
float atr = highRes == 1? 256. : 64.;
for(float i = 1.; i <= itr; i++) {
float base = 1.;
float top = 0.;
for(float j = 0.; j <= atr; j++) {
float ang = top / base * TAU;
top += 2.;
if(top >= base) {
top = 1.;
base *= 2.;
}
if(angleFiltered(ang)) continue;
vec2 pxs = pixelPosition + vec2( cos(ang), sin(ang)) * i;
checkPixel(pixelPosition, pxs);
}
}
} else if(profile == 1) {
for(float i = -itr; i <= itr; i++)
for(float j = -itr; j <= itr; j++) {
if(i == 0. && j == 0.) continue;
checkPixel(pixelPosition, pixelPosition + vec2(j, i));
}
} else if(profile == 2) {
for(float i = 1.; i <= itr; i++) {
for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition + vec2( j, i - j)); }
for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition - vec2( j, i - j)); }
for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition + vec2(-j, i - j)); }
for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition - vec2(-j, i - j)); }
}
}
} else {
closetDistance = 0.;
float tauDiv = TAU / 4.;
for(float j = 0.; j < 4.; j++) {
float ang = j * tauDiv;
if(angleFiltered(ang)) continue;
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;
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) return;
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(_aa == 0.) return;
if(is_blend == 0) col = blendColor(baseColor, borderColor, _aa);
else {
col = blendColor(side == 0? baseColor : closetColor, borderColor, _aa * bld);
col.a = _aa;
}
gl_FragColor = col;
}