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-rw-r--r--assets/shaders/outline_post_process.wgsl28
1 files changed, 15 insertions, 13 deletions
diff --git a/assets/shaders/outline_post_process.wgsl b/assets/shaders/outline_post_process.wgsl
index e4dfacc..3689bc1 100644
--- a/assets/shaders/outline_post_process.wgsl
+++ b/assets/shaders/outline_post_process.wgsl
@@ -12,7 +12,7 @@ struct OutlinePostProcessSettings {
@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 deferred_texture: texture_2d<u32>;
+// @group(0) @binding(4) var deferred_texture: texture_2d<u32>;
@group(0) @binding(5) var<uniform> settings: OutlinePostProcessSettings;
@fragment
@@ -20,18 +20,19 @@ fn fragment(
in: FullscreenVertexOutput
) -> @location(0) vec4<f32> {
let screen_color = textureSample(screen_texture, screen_sampler, in.uv);
- let deferred_dimensions = textureDimensions(deferred_texture);
- let deferred_texel = textureLoad(deferred_texture, vec2u(vec2f(deferred_dimensions) * in.uv), 0);
- let deferred_color = vec4f(vec3f(unpack4x8unorm(deferred_texel.r).rgb), 1.0);
- let emissive = vec4f(rgb9e5::rgb9e5_to_vec3_(deferred_texel.g), 1.0);
- let light = screen_color / ((deferred_color) + vec4f(0.001, 0.001, 0.001, 1.0));
+ // let deferred_dimensions = textureDimensions(deferred_texture);
+ // let deferred_texel = textureLoad(deferred_texture, vec2u(vec2f(deferred_dimensions) * in.uv), 0);
+ // let deferred_color = vec4f(vec3f(unpack4x8unorm(deferred_texel.r).rgb), 1.0);
+ // let emissive = vec4f(rgb9e5::rgb9e5_to_vec3_(deferred_texel.g), 1.0);
+ // let light = screen_color / ((deferred_color) + vec4f(0.001, 0.001, 0.001, 1.0));
let luma = (0.2126 * screen_color.r + 0.7152 * screen_color.g + 0.0722 * screen_color.b);
- let light_luma = (0.2126 * light.r + 0.7152 * light.g + 0.0722 * light.b);
- let emissive_luma = (0.2126 * emissive.r + 0.7152 * emissive.g + 0.0722 * emissive.b);
- let final_luma = luma + light_luma + emissive_luma;
+ // let light_luma = (0.2126 * light.r + 0.7152 * light.g + 0.0722 * light.b);
+ // let emissive_luma = (0.2126 * emissive.r + 0.7152 * emissive.g + 0.0722 * emissive.b);
+ let final_luma = luma ;
+ // + light_luma + emissive_luma;
- if final_luma > settings.light_threshold {
+ // if final_luma > settings.light_threshold {
let outline_width = settings.weight / vec2f(textureDimensions(screen_texture));
let uv_top = vec2f(in.uv.x, in.uv.y - outline_width.y);
@@ -56,7 +57,8 @@ fn fragment(
if settings.adaptive != 0 && luma < 0.5 {
outline = outline * -1;
}
- return screen_color - outline + emissive;
- }
- return screen_color + emissive;
+ return screen_color - outline;
+ // + emissive;
+ // }
+ // return screen_color + emissive;
}