#include "/lib/outline/blackOutlineOffset.glsl" void DepthOutline(inout float z) { float ph = 1.0 / 1080.0; float pw = ph / aspectRatio; for(int i = 0; i < 12; i++) { vec2 offset = vec2(pw, ph) * blackOutlineOffsets[i]; z = min(z, texture2D(depthtex1, texCoord + offset).r); z = min(z, texture2D(depthtex1, texCoord - offset).r); } }