Files
Gregtech-New-Bastards/.minecraft/shaderpacks/ComplementaryShaders_v4.6/shaders/lib/outline/promoOutline.glsl
2025-09-13 16:11:10 +02:00

64 lines
2.0 KiB
GLSL

vec2 promoOutlineOffsets[4] = vec2[4](vec2(-1.0,1.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));
void PromoOutline(inout vec3 color, sampler2D depth) {
float ph = 1.0 / 1080.0;
float pw = ph / aspectRatio;
float outlined = 1.0;
float z = GetLinearDepth(texture2D(depth, texCoord).r) * far;
float totalz = 0.0;
float maxz = 0.0;
float sampleza = 0.0;
float samplezb = 0.0;
int sampleCount = PROMO_OUTLINE_THICKNESS * 4;
for(int i = 0; i < sampleCount; i++) {
vec2 offset = (1.0 + floor(i / 4.0)) * vec2(pw, ph) * promoOutlineOffsets[int(mod(float(i), 4))];
sampleza = GetLinearDepth(texture2D(depth, texCoord + offset).r) * far;
samplezb = GetLinearDepth(texture2D(depth, texCoord - offset).r) * far;
if (i < 4) maxz = max(maxz, max(sampleza, samplezb));
outlined *= clamp(1.0 - ((sampleza + samplezb) - z * 2.0) * 32.0 / z, 0.0, 1.0);
totalz += sampleza + samplezb;
}
#if PROMO_OUTLINE_MODE == 2
float outlinea = 1.0;
float outlineb = 1.0;
#else
float outlinea = 1.0 - clamp((z * 8.0 - totalz) * 64.0 / z, 0.0, 1.0) *
clamp(1.0 - ((z * 8.0 - totalz) * 32.0 - 1.0) / z, 0.0, 1.0);
float outlineb = clamp(1.0 + 8.0 * (z - maxz) / z, 0.0, 1.0);
#endif
float outAB = pow(outlinea * outlineb, 0.1);
float outlinec = clamp(1.0 + 64.0 * (z - maxz) / z, 0.0, 1.0);
float outline = (0.35 * outAB + 0.65) *
(0.75 * (1.0 - outlined) * outlinec + 1.0);
float fog = 0.0;
#ifdef FOG1
float fogZ = texture2D(depthtex0, texCoord).r;
vec4 screenPos = vec4(texCoord, fogZ, 1.0);
vec4 viewPos = gbufferProjectionInverse * (screenPos * 2.0 - 1.0);
viewPos /= viewPos.w;
fog = length(viewPos) / far * 1.5 * (1.5/FOG1_DISTANCE_M);
fog = 1.0 - exp(-0.1 * pow(fog, 10));
#endif
float outlinePower = PROMO_OUTLINE_STRENGTH / PROMO_OUTLINE_THICKNESS;
if (outline < 1.0) {
outlinePower = PROMO_OUTLINE_STRENGTH;
}
outline = pow(outline, outlinePower);
#if PROMO_OUTLINE_MODE == 3
outline = abs(outline - 1.0) + 1.0;
#endif
vec3 color2 = color.rgb * outline;
color = mix(color2, color, fog);
}