LumixEngine/data/pipelines/selection_outline.shd
2018-10-20 20:04:08 +02:00

39 lines
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896 B
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vertex_shader [[
out vec2 v_uv;
void main() {
v_uv = vec2((gl_VertexID & 1), (gl_VertexID & 2) * 0.5);
gl_Position = vec4((gl_VertexID & 1) * 2 - 1, (gl_VertexID & 2) - 1, 0, 1);
}
]]
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fragment_shader [[
uniform sampler2D u_mask;
in vec2 v_uv;
layout(location = 0) out vec4 o_color;
void main() {
if(texture(u_mask, v_uv).a > 0) discard;
vec2 view_texel = 1.0 / u_framebuffer_size;
vec4 color = vec4(0, 0, 0, 0);
int c = 0;
for(int i = 0; i < 3; ++i)
{
if(texture(u_mask, v_uv + vec2(view_texel.x * i, 0)).a == 0) ++c;
if(texture(u_mask, v_uv + vec2(-view_texel.x * i, 0)).a == 0) ++c;
if(texture(u_mask, v_uv + vec2(0, view_texel.y * i)).a == 0) ++c;
if(texture(u_mask, v_uv + vec2(0, -view_texel.y * i)).a == 0) ++c;
}
if(c == 12) discard;
vec4 x = vec4(1, 0.5, 0, 1.0f);
o_color.rgba = x;
}
]]