REVIEWED: EXAMPLE: shaders_shapes_outline
Removed unneeded resources to use raylib ones.
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6 changed files with 46 additions and 36 deletions
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@ -7,30 +7,29 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 texScale;
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uniform vec2 textureSize;
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uniform float outlineSize;
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uniform vec4 outlineColor;
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// Output fragment color
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out vec4 finalColor;
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// Function for drawing outlines on alpha-blended textures
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vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol)
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{
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vec2 texelScale = 1.0 / lineScale;
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vec4 center = texture(tex, uv); // We sample the center texel, (with all color data)
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// Next we sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners;
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corners.x = texture(tex, uv+vec2( texelScale.x, texelScale.y)).a;
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corners.y = texture(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
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corners.z = texture(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(tex, uv+vec2(-texelScale.x,-texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline);
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col = mix(col, center, center.a);
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return col;
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}
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void main()
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{
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finalColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0));
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vec4 texel = texture(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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texelScale.x = outlineSize/textureSize.x;
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texelScale.y = outlineSize/textureSize.y;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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finalColor = mix(color, texel, texel.a);
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}
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