blob: 7ee7f789f240cd95865628cd65541b8246af32eb [file] [log] [blame]
uniform vec4 m_EdgeColor;
uniform float m_EdgeWidth;
uniform float m_EdgeIntensity;
uniform float m_NormalThreshold;
uniform float m_DepthThreshold;
uniform float m_NormalSensitivity;
uniform float m_DepthSensitivity;
varying vec2 texCoord;
uniform sampler2D m_Texture;
uniform sampler2D m_NormalsTexture;
uniform sampler2D m_DepthTexture;
uniform vec2 g_Resolution;
vec4 fetchNormalDepth(vec2 tc){
vec4 nd;
nd.xyz = texture2D(m_NormalsTexture, tc).rgb;
nd.w = texture2D(m_DepthTexture, tc).r;
return nd;
}
void main(){
vec3 color = texture2D(m_Texture, texCoord).rgb;
vec2 edgeOffset = vec2(m_EdgeWidth) / g_Resolution;
vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset);
vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset);
vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset);
vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset);
// Work out how much the normal and depth values are changing.
vec4 diagonalDelta = abs(n1 - n2) + abs(n3 - n4);
float normalDelta = dot(diagonalDelta.xyz, vec3(1.0));
float depthDelta = diagonalDelta.w;
// Filter out very small changes, in order to produce nice clean results.
normalDelta = clamp((normalDelta - m_NormalThreshold) * m_NormalSensitivity, 0.0, 1.0);
depthDelta = clamp((depthDelta - m_DepthThreshold) * m_DepthSensitivity, 0.0, 1.0);
// Does this pixel lie on an edge?
float edgeAmount = clamp(normalDelta + depthDelta, 0.0, 1.0) * m_EdgeIntensity;
// Apply the edge detection result to the main scene color.
//color *= (1.0 - edgeAmount);
color = mix (color,m_EdgeColor.rgb,edgeAmount);
gl_FragColor = vec4(color, 1.0);
}