diff options
author | Silas Bartha <[email protected]> | 2024-04-23 13:20:51 -0400 |
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committer | Silas Bartha <[email protected]> | 2024-04-23 13:20:51 -0400 |
commit | 2e8780e8050e262db0917ef71304457dd65295ff (patch) | |
tree | a7b23226fb6e6becb463dc4255ec37c8553d41fd /assets |
Initial Commit
Diffstat (limited to 'assets')
-rw-r--r-- | assets/shaders/outline_post_process.wgsl | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/assets/shaders/outline_post_process.wgsl b/assets/shaders/outline_post_process.wgsl new file mode 100644 index 0000000..79c116f --- /dev/null +++ b/assets/shaders/outline_post_process.wgsl @@ -0,0 +1,45 @@ +#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput; + +struct OutlinePostProcessSettings { + weight: f32, + threshold: f32, +#ifdef SIXTEEN_BYTE_ALIGNMENT + _padding: vec2<f32>, +#endif +} + +@group(0) @binding(0) var screen_texture: texture_2d<f32>; +@group(0) @binding(1) var screen_sampler: sampler; +@group(0) @binding(2) var normal_texture: texture_2d<f32>; +@group(0) @binding(3) var normal_sampler: sampler; +@group(0) @binding(4) var<uniform> settings: OutlinePostProcessSettings; + +@fragment +fn fragment( + in: FullscreenVertexOutput +) -> @location(0) vec4<f32> { + let screen_color = textureSample(screen_texture, screen_sampler, in.uv); + let outline_width = settings.weight / vec2f(textureDimensions(screen_texture)); + + let uv_top = vec2f(in.uv.x, in.uv.y - outline_width.y); + let uv_right = vec2f(in.uv.x + outline_width.x, in.uv.y); + let uv_top_right = vec2f(in.uv.x + outline_width.x, in.uv.y - outline_width.y); + + let normal = textureSample(normal_texture, normal_sampler, in.uv); + let normal_top = textureSample(normal_texture, normal_sampler, uv_top); + let normal_right = textureSample(normal_texture, normal_sampler, uv_right); + let normal_top_right = textureSample(normal_texture, normal_sampler, uv_top_right); + + let delta_top = abs(normal - normal_top); + let delta_right = abs(normal - normal_right); + let delta_top_right = abs(normal - normal_top_right); + + let delta_max = max(delta_top, max(delta_right, delta_top_right)); + let delta_raw = max(delta_max.x, max(delta_max.y, delta_max.z)); + + let delta_clipped = clamp((delta_raw * 2.0) - settings.threshold, 0.0, 1.0); + + let outline = vec4f(delta_clipped, delta_clipped, delta_clipped, 0.0); + + return screen_color - outline; +} |