You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
57 lines
1.9 KiB
57 lines
1.9 KiB
#import "Common/ShaderLib/MultiSample.glsllib"
|
|
|
|
uniform COLORTEXTURE m_Texture;
|
|
uniform DEPTHTEXTURE m_DepthTexture;
|
|
|
|
uniform sampler2D m_NormalsTexture;
|
|
uniform vec2 g_ResolutionInverse;
|
|
|
|
uniform vec4 m_EdgeColor;
|
|
|
|
uniform float m_EdgeWidth;
|
|
uniform float m_EdgeIntensity;
|
|
|
|
uniform float m_NormalThreshold;
|
|
uniform float m_DepthThreshold;
|
|
|
|
uniform float m_NormalSensitivity;
|
|
uniform float m_DepthSensitivity;
|
|
|
|
in vec2 texCoord;
|
|
out vec4 outFragColor;
|
|
|
|
vec4 fetchNormalDepth(vec2 tc){
|
|
vec4 nd;
|
|
nd.xyz = texture2D(m_NormalsTexture, tc).rgb;
|
|
nd.w = fetchTextureSample(m_DepthTexture, tc,0).r;
|
|
return nd;
|
|
}
|
|
|
|
void main(){
|
|
vec3 color = getColor(m_Texture, texCoord).rgb;
|
|
|
|
vec2 edgeOffset = vec2(m_EdgeWidth) * g_ResolutionInverse;
|
|
vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset);
|
|
vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset);
|
|
vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset);
|
|
vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset);
|
|
|
|
// Work out how much the normal and depth values are changing.
|
|
vec4 diagonalDelta = abs(n1 - n2) + abs(n3 - n4);
|
|
|
|
float normalDelta = dot(diagonalDelta.xyz, vec3(1.0));
|
|
float depthDelta = diagonalDelta.w;
|
|
|
|
// Filter out very small changes, in order to produce nice clean results.
|
|
normalDelta = clamp((normalDelta - m_NormalThreshold) * m_NormalSensitivity, 0.0, 1.0);
|
|
depthDelta = clamp((depthDelta - m_DepthThreshold) * m_DepthSensitivity, 0.0, 1.0);
|
|
|
|
// Does this pixel lie on an edge?
|
|
float edgeAmount = clamp(normalDelta + depthDelta, 0.0, 1.0) * m_EdgeIntensity;
|
|
|
|
// Apply the edge detection result to the main scene color.
|
|
//color *= (1.0 - edgeAmount);
|
|
color = mix (color,m_EdgeColor.rgb,edgeAmount);
|
|
|
|
outFragColor = vec4(color, 1.0);
|
|
}
|
|
|