LybOutlines/shaders/lib/misc/darkOutline.glsl
2024-06-25 15:19:25 +02:00

48 lines
No EOL
1.8 KiB
GLSL

vec2 darkOutlineOffsets[12] = vec2[12](
vec2( 1.0,0.0),
vec2(-1.0,1.0),
vec2( 0.0,1.0),
vec2( 1.0,1.0),
vec2(-2.0,2.0),
vec2(-1.0,2.0),
vec2( 0.0,2.0),
vec2( 1.0,2.0),
vec2( 2.0,2.0),
vec2(-2.0,1.0),
vec2( 2.0,1.0),
vec2( 2.0,0.0)
);
void DoDarkOutline(inout vec3 color, inout float skyFade, float z0, float dither) {
vec2 scale = vec2(1.0 / view);
float outline = 1.0;
float z = GetLinearDepth(z0) * far * 2.0;
float minZ = 1.0, sampleZA = 0.0, sampleZB = 0.0;
int sampleCount = DARK_OUTLINE_THICKNESS;
for(int i = 0; i < sampleCount; i++) {
vec2 offset = scale * darkOutlineOffsets[i];
sampleZA = texture2D(depthtex0, texCoord + offset).r;
sampleZB = texture2D(depthtex0, texCoord - offset).r;
float sampleZsum = GetLinearDepth(sampleZA) + GetLinearDepth(sampleZB);
outline *= clamp(1.0 - (z - sampleZsum * far), 0.0, 1.0);
minZ = min(minZ, min(sampleZA, sampleZB));
}
if (outline < 0.909091) {
vec4 viewPos = gbufferProjectionInverse * (vec4(texCoord, minZ, 1.0) * 2.0 - 1.0);
viewPos /= viewPos.w;
float lViewPos = length(viewPos.xyz);
vec3 playerPos = ViewToPlayer(viewPos.xyz);
vec3 nViewPos = normalize(viewPos.xyz);
vec3 newColor = vec3(DARK_OUTLINE_R , DARK_OUTLINE_G , DARK_OUTLINE_B); //Color
color = mix(color, newColor, 1.0 - outline * 1.1);
}
}