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tbd-station-14/Resources/Textures/Shaders/outline.swsl

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// Taken from the godot-demo-projects repo.
// GODOT ENGINE
// http://www.godotengine.org
//
// ************************************************************************
//
// Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//************************************************************************
uniform highp float outline_width; // = 2.0;
uniform highp vec4 outline_color; // =vec4(1.0,0.0,0.0,0.33);
uniform bool outline_fullbright; // =false;
uniform highp float light_boost; // = 4.0;
uniform highp float light_gamma; // = 1.0;
uniform highp float light_whitepoint; // = 1.0;
highp float grayscale(highp vec3 col) {
return mix(0.0, 1.0, (col.r * 0.299) + (col.g * 0.587) + (col.b * 0.114)); //These luminance values are taken from Rec. ITU-R BT.601-7. This isn't suitable for player-facing grayscaling due to SDTV having a funky colorspace, but it's perfect for outlines.
}
void fragment() {
highp vec4 col = zTexture(UV);
highp vec2 ps = TEXTURE_PIXEL_SIZE;
highp float a;
highp float maxa = col.a;
highp float mina = col.a;
// note: these bypass zTexture because only alpha is queried.
a = texture2D(TEXTURE, UV + vec2(0.0, -outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture2D(TEXTURE, UV + vec2(-outline_width, -outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture2D(TEXTURE, UV + vec2(0.0, outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture2D(TEXTURE, UV + vec2(outline_width, -outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture2D(TEXTURE, UV + vec2(-outline_width,0.0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture2D(TEXTURE, UV + vec2(-outline_width, outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture2D(TEXTURE, UV + vec2(outline_width, 0.0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture2D(TEXTURE, UV + vec2(outline_width, outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
lowp float sampledLight = outline_fullbright ? 1.0 : clamp( (pow( grayscale(lightSample.rgb) * light_whitepoint, light_gamma) / light_whitepoint ) * light_boost, 0.0, 1.0);
COLOR = mix(col, outline_color * vec4(vec3(1.0), sampledLight), maxa - col.a);
lightSample = vec3(1.0);
}