BambuStudio/resources/shaders/110/silhouette_composite.fs

57 lines
1.6 KiB
GLSL

#version 110
uniform sampler2D u_sampler;
uniform mat3 u_convolution_matrix;
uniform vec3 u_viewport_size_alpha;
uniform vec3 u_picking_color;
varying vec2 tex_coords;
vec4 sample(float offsetX, float offsetY)
{
return texture2D(u_sampler, vec2(tex_coords.x + offsetX, tex_coords.y + offsetY));
}
// see https://docs.gl/sl4/sign
// glsl 110 & 120 may not support the sign func
float sign_glsl_110(float value)
{
if (value > 1e-6) {
return 1.0;
}
else if (value < -1e-6) {
return -1.0;
}
return 0.0;
}
void main()
{
vec4 pixels[9];
float deltaWidth = 1.0 / u_viewport_size_alpha.x;
float deltaHeight = 1.0 / u_viewport_size_alpha.y;
float alpha = u_viewport_size_alpha.z;
float effect_width = 2.0;
deltaWidth = deltaWidth * effect_width;
deltaHeight = deltaHeight * effect_width;
pixels[0] = sample(-deltaWidth, deltaHeight );
pixels[1] = sample(0.0, deltaHeight );
pixels[2] = sample(deltaWidth, deltaHeight );
pixels[3] = sample(-deltaWidth, 0.0);
pixels[4] = sample(0.0, 0.0);
pixels[5] = sample(deltaWidth, 0.0);
pixels[6] = sample(-deltaWidth, -deltaHeight);
pixels[7] = sample(0.0, -deltaHeight);
pixels[8] = sample(deltaWidth, -deltaHeight);
vec4 accumulator = vec4(0.0);
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; ++j)
{
accumulator += sign_glsl_110(pixels[3 * i + j].a) * vec4(u_picking_color, 1.0) * u_convolution_matrix[i][j];
}
}
if ((abs(accumulator.a) - alpha * pixels[4].a) * 1e6 > 1.0) {
accumulator = vec4(u_picking_color, abs(accumulator.a));
}
gl_FragColor = accumulator;
}