xray_composite.shader 4.0 KB

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  1. [shaders]
  2. vertex =
  3. uniform highp mat4 u_modelViewProjectionMatrix;
  4. attribute highp vec4 a_vertex;
  5. attribute highp vec2 a_uvs;
  6. varying highp vec2 v_uvs;
  7. void main()
  8. {
  9. gl_Position = u_modelViewProjectionMatrix * a_vertex;
  10. v_uvs = a_uvs;
  11. }
  12. fragment =
  13. uniform sampler2D u_layer0; //Default pass.
  14. uniform sampler2D u_layer1; //Selection pass.
  15. uniform sampler2D u_layer2; //X-ray pass.
  16. uniform vec2 u_offset[9];
  17. uniform float u_outline_strength;
  18. uniform vec4 u_outline_color;
  19. uniform vec4 u_error_color;
  20. uniform vec4 u_background_color;
  21. const vec3 x_axis = vec3(1.0, 0.0, 0.0);
  22. const vec3 y_axis = vec3(0.0, 1.0, 0.0);
  23. const vec3 z_axis = vec3(0.0, 0.0, 1.0);
  24. varying vec2 v_uvs;
  25. float kernel[9];
  26. void main()
  27. {
  28. kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
  29. kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
  30. kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
  31. vec4 result = u_background_color;
  32. vec4 layer0 = texture2D(u_layer0, v_uvs);
  33. result = layer0 * layer0.a + result * (1.0 - layer0.a);
  34. float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0;
  35. if(mod(intersection_count, 2.0) == 1.0)
  36. {
  37. result = u_error_color;
  38. }
  39. vec4 sum = vec4(0.0);
  40. for (int i = 0; i < 9; i++)
  41. {
  42. vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
  43. sum += color * (kernel[i] / u_outline_strength);
  44. }
  45. vec4 layer1 = texture2D(u_layer1, v_uvs);
  46. if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
  47. {
  48. gl_FragColor = result;
  49. }
  50. else
  51. {
  52. gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
  53. }
  54. }
  55. vertex41core =
  56. #version 410
  57. uniform highp mat4 u_modelViewProjectionMatrix;
  58. in highp vec4 a_vertex;
  59. in highp vec2 a_uvs;
  60. out highp vec2 v_uvs;
  61. void main()
  62. {
  63. gl_Position = u_modelViewProjectionMatrix * a_vertex;
  64. v_uvs = a_uvs;
  65. }
  66. fragment41core =
  67. #version 410
  68. uniform sampler2D u_layer0; //Default pass.
  69. uniform sampler2D u_layer1; //Selection pass.
  70. uniform sampler2D u_layer2; //X-ray pass.
  71. uniform vec2 u_offset[9];
  72. uniform float u_outline_strength;
  73. uniform vec4 u_outline_color;
  74. uniform vec4 u_error_color;
  75. uniform vec4 u_background_color;
  76. const vec3 x_axis = vec3(1.0, 0.0, 0.0);
  77. const vec3 y_axis = vec3(0.0, 1.0, 0.0);
  78. const vec3 z_axis = vec3(0.0, 0.0, 1.0);
  79. in vec2 v_uvs;
  80. out vec4 frag_color;
  81. float kernel[9];
  82. void main()
  83. {
  84. kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
  85. kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
  86. kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
  87. vec4 result = u_background_color;
  88. vec4 layer0 = texture(u_layer0, v_uvs);
  89. result = layer0 * layer0.a + result * (1.0 - layer0.a);
  90. float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
  91. if(mod(intersection_count, 2.0) == 1.0)
  92. {
  93. result = u_error_color;
  94. }
  95. vec4 sum = vec4(0.0);
  96. for (int i = 0; i < 9; i++)
  97. {
  98. vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
  99. sum += color * (kernel[i] / u_outline_strength);
  100. }
  101. vec4 layer1 = texture(u_layer1, v_uvs);
  102. if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
  103. {
  104. frag_color = result;
  105. }
  106. else
  107. {
  108. frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
  109. }
  110. }
  111. [defaults]
  112. u_layer0 = 0
  113. u_layer1 = 1
  114. u_layer2 = 2
  115. u_background_color = [0.965, 0.965, 0.965, 1.0]
  116. u_outline_strength = 1.0
  117. u_outline_color = [0.05, 0.66, 0.89, 1.0]
  118. u_error_color = [1.0, 0.0, 0.0, 1.0]
  119. [bindings]
  120. [attributes]
  121. a_vertex = vertex
  122. a_uvs = uv