#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput; struct OutlinePostProcessSettings { weight: f32, threshold: f32, #ifdef SIXTEEN_BYTE_ALIGNMENT _padding: vec2, #endif } @group(0) @binding(0) var screen_texture: texture_2d; @group(0) @binding(1) var screen_sampler: sampler; @group(0) @binding(2) var normal_texture: texture_2d; @group(0) @binding(3) var normal_sampler: sampler; @group(0) @binding(4) var settings: OutlinePostProcessSettings; @fragment fn fragment( in: FullscreenVertexOutput ) -> @location(0) vec4 { 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; }