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-rw-r--r--assets/shaders/outline_post_process.wgsl72
1 files changed, 43 insertions, 29 deletions
diff --git a/assets/shaders/outline_post_process.wgsl b/assets/shaders/outline_post_process.wgsl
index d442485..e4dfacc 100644
--- a/assets/shaders/outline_post_process.wgsl
+++ b/assets/shaders/outline_post_process.wgsl
@@ -1,48 +1,62 @@
#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput;
+#import bevy_pbr::{ rgb9e5 };
struct OutlinePostProcessSettings {
weight: f32,
- threshold: f32,
- adaptive: u32,
+ normal_threshold: f32,
+ adaptive: u32,
+ light_threshold: f32,
}
@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;
+@group(0) @binding(4) var deferred_texture: texture_2d<u32>;
+@group(0) @binding(5) 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 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 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 show_outline = f32(delta_raw > settings.threshold);
-
- var outline = vec4f(show_outline, show_outline, show_outline, 0.0);
let luma = (0.2126 * screen_color.r + 0.7152 * screen_color.g + 0.0722 * screen_color.b);
- if settings.adaptive != 0 && luma < 0.5 {
- outline = outline * -1;
- }
-
- return screen_color - outline;
+ 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 {
+ 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 normal_delta_top = abs(normal - normal_top);
+ let normal_delta_right = abs(normal - normal_right);
+ let normal_delta_top_right = abs(normal - normal_top_right);
+
+ let normal_delta_max = max(normal_delta_top, max(normal_delta_right, normal_delta_top_right));
+ let normal_delta_raw = max(normal_delta_max.x, max(normal_delta_max.y, normal_delta_max.z));
+
+ let show_outline = f32(normal_delta_raw > settings.normal_threshold);
+
+ var outline = vec4f(show_outline, show_outline, show_outline, 0.0);
+ if settings.adaptive != 0 && luma < 0.5 {
+ outline = outline * -1;
+ }
+ return screen_color - outline + emissive;
+ }
+ return screen_color + emissive;
}