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1uniform vec4 m_EdgeColor;
2
3uniform float m_EdgeWidth;
4uniform float m_EdgeIntensity;
5
6uniform float m_NormalThreshold;
7uniform float m_DepthThreshold;
8
9uniform float m_NormalSensitivity;
10uniform float m_DepthSensitivity;
11
12varying vec2 texCoord;
13
14uniform sampler2D m_Texture;
15uniform sampler2D m_NormalsTexture;
16uniform sampler2D m_DepthTexture;
17
18uniform vec2 g_Resolution;
19
20vec4 fetchNormalDepth(vec2 tc){
21    vec4 nd;
22    nd.xyz = texture2D(m_NormalsTexture, tc).rgb;
23    nd.w   = texture2D(m_DepthTexture,   tc).r;
24    return nd;
25}
26
27void main(){
28    vec3 color = texture2D(m_Texture, texCoord).rgb;
29
30    vec2 edgeOffset = vec2(m_EdgeWidth) / g_Resolution;
31
32    vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset);
33    vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0,  1.0) * edgeOffset);
34    vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0,  1.0) * edgeOffset);
35    vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset);
36
37    // Work out how much the normal and depth values are changing.
38    vec4 diagonalDelta = abs(n1 - n2) + abs(n3 - n4);
39
40    float normalDelta = dot(diagonalDelta.xyz, vec3(1.0));
41    float depthDelta = diagonalDelta.w;
42
43    // Filter out very small changes, in order to produce nice clean results.
44    normalDelta = clamp((normalDelta - m_NormalThreshold) * m_NormalSensitivity, 0.0, 1.0);
45    depthDelta  = clamp((depthDelta - m_DepthThreshold) * m_DepthSensitivity,    0.0, 1.0);
46
47    // Does this pixel lie on an edge?
48    float edgeAmount = clamp(normalDelta + depthDelta, 0.0, 1.0) * m_EdgeIntensity;
49
50    // Apply the edge detection result to the main scene color.
51    //color *= (1.0 - edgeAmount);
52    color = mix (color,m_EdgeColor.rgb,edgeAmount);
53
54    gl_FragColor = vec4(color, 1.0);
55}