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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerColor;
-
- layout (binding = 2) uniform UBO
- {
- vec4 outlineColor;
- float outlineWidth;
- float outline;
- } ubo;
-
- layout (location = 0) in vec2 inUV;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- float distance = texture(samplerColor, inUV).a;
- float smoothWidth = fwidth(distance);
- float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, distance);
- vec3 rgb = vec3(alpha);
-
- if (ubo.outline > 0.0)
- {
- float w = 1.0 - ubo.outlineWidth;
- alpha = smoothstep(w - smoothWidth, w + smoothWidth, distance);
- rgb += mix(vec3(alpha), ubo.outlineColor.rgb, alpha);
- }
-
- outFragColor = vec4(rgb, alpha);
-
- }
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