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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;
- 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( zGrayscale_BT601(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);
- }
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