Reviewed makefile and examples building
This commit is contained in:
parent
cf12992b6a
commit
f437f7b405
5 changed files with 127 additions and 71 deletions
|
@ -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);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue