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- #version GLSL_VERSION
- #include <precision_statement.glslf>
- #include <std.glsl>
- #include <color_util.glslf>
- uniform sampler2D u_outline_src;
- uniform sampler2D u_outline_mask;
- uniform sampler2D u_outline_mask_blurred;
- uniform vec3 u_outline_color;
- uniform float u_draw_outline;
- /*==============================================================================
- SHADER INTERFACE
- ==============================================================================*/
- GLSL_IN vec2 v_texcoord;
- //------------------------------------------------------------------------------
- GLSL_OUT vec4 GLSL_OUT_FRAG_COLOR;
- /*==============================================================================
- MAIN
- ==============================================================================*/
- void main(void) {
- vec4 outline_src = GLSL_TEXTURE(u_outline_src, v_texcoord);
- GLSL_OUT_FRAG_COLOR = outline_src;
- if (u_draw_outline != 0.0) {
- vec4 outline_mask = GLSL_TEXTURE(u_outline_mask, v_texcoord);
- vec4 outline_mask_blurred = GLSL_TEXTURE(u_outline_mask_blurred, v_texcoord);
- float alpha_diff = outline_mask_blurred.a - outline_mask.a;
- if (alpha_diff != 0.0) {
- float outline_strength = smoothstep(0.0, 1.0, outline_mask_blurred.a);
- // NOTE: outlining outside object
- if (outline_mask.a == 0.0) {
- vec3 outline_color_srgb = u_outline_color;
- lin_to_srgb(outline_color_srgb);
- vec4 outline_color = vec4(clamp(outline_color_srgb, 0.0, 1.0), 1.0);
- GLSL_OUT_FRAG_COLOR = mix(outline_src, outline_color, outline_strength);
- }
- }
- }
- }
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