From f437f7b405debec305aa13db80d7cddd675cc29e Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 17 Oct 2021 21:00:52 +0200 Subject: Reviewed makefile and examples building --- .../shaders/resources/shaders/glsl100/outline.fs | 40 ++++++++++++---------- 1 file changed, 21 insertions(+), 19 deletions(-) (limited to 'examples/shaders') diff --git a/examples/shaders/resources/shaders/glsl100/outline.fs b/examples/shaders/resources/shaders/glsl100/outline.fs index 67410b3a..51b1f322 100644 --- a/examples/shaders/resources/shaders/glsl100/outline.fs +++ b/examples/shaders/resources/shaders/glsl100/outline.fs @@ -9,27 +9,29 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; -uniform vec2 texScale; -// Function for drawing outlines on alpha-blended textures -vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol) -{ - vec2 texelScale = 1.0 / lineScale; - vec4 center = texture2D(tex, uv); // We sample the center texel, (with all color data) - // Next we sample four corner texels, but only for the alpha channel (this is for the outline) - vec4 corners; - corners.x = texture2D(tex, uv+vec2( texelScale.x, texelScale.y)).a; - corners.y = texture2D(tex, uv+vec2( texelScale.x,-texelScale.y)).a; - corners.z = texture2D(tex, uv+vec2(-texelScale.x, texelScale.y)).a; - corners.w = texture2D(tex, uv+vec2(-texelScale.x,-texelScale.y)).a; - - float outline = min(dot(corners, vec4(1.0)), 1.0); - vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline); - col = mix(col, center, center.a); - return col; -} +uniform vec2 textureSize; +uniform float outlineSize; +uniform vec4 outlineColor; + +// Output fragment color +out vec4 finalColor; void main() { - gl_FragColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0)); + vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color + vec2 texelScale = vec2(0.0); + texelScale.x = outlineSize/textureSize.x; + texelScale.y = outlineSize/textureSize.y; + + // We sample four corner texels, but only for the alpha channel (this is for the outline) + vec4 corners = vec4(0.0); + corners.x = texture2D(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a; + corners.y = texture2D(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a; + corners.z = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a; + corners.w = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a; + + float outline = min(dot(corners, vec4(1.0)), 1.0); + vec4 color = mix(vec4(0.0), outlineColor, outline); + gl_FragColor = mix(color, texel, texel.a); } \ No newline at end of file -- cgit v1.2.3