Add example shaders_shapes_outline.c (#1883)
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| raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
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| space.png | ❔ | ❔ | - |
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| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
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| egg.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
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| torus.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
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examples/shaders/resources/egg.png
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examples/shaders/resources/egg.png
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examples/shaders/resources/shaders/glsl100/outline.fs
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examples/shaders/resources/shaders/glsl100/outline.fs
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying 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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// 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 = texture2D(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 = texture2D(tex, uv+vec2( texelScale.x, texelScale.y)).a;
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corners.y = texture2D(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
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corners.z = texture2D(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture2D(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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gl_FragColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0));
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}
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examples/shaders/resources/shaders/glsl330/outline.fs
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examples/shaders/resources/shaders/glsl330/outline.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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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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// 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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}
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examples/shaders/resources/torus.png
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