vec2 worldOutlineOffset[4] = vec2[4] ( vec2(-1.0, 1.0), vec2( 0, 1.0), vec2( 1.0, 1.0), vec2( 1.0, 0) ); void DoWorldOutline(inout vec3 color, float linearZ0, float pixelFade, vec3 playerPos, float minecraft_far) { float outlineFade = 1.0; #ifdef DISTANT_HORIZONS float horizontalDistance = length(playerPos.xz); float verticalDistance = abs(playerPos.y); float distanceToCamera = max(horizontalDistance, verticalDistance); float fadeStart = minecraft_far * 0.7; float fadeEnd = minecraft_far * 0.9; if (fadeStart >= fadeEnd) { fadeEnd = fadeStart + max(1.0, minecraft_far * 0.01); } outlineFade = (1.0 - smoothstep(fadeStart, fadeEnd, distanceToCamera)) * pixelFade; if (outlineFade < 0.001) return; #endif vec2 scale = vec2(1.0 / view); float outlines[2] = float[2] (0.0, 0.0); float outlined = 1.0; float z = linearZ0 * far; float totalz = 0.0; float maxz = 0.0; float sampleza = 0.0; float samplezb = 0.0; #ifdef ENTITIES_ARE_LIGHT #define WORLD_OUTLINE_THICKNESSM 4 #else #define WORLD_OUTLINE_THICKNESSM WORLD_OUTLINE_THICKNESS #endif #if PIXELATED_SCREEN_SIZE > 0 int sampleCount = WORLD_OUTLINE_THICKNESSM * 4 + abs(9 - int(PIXELATED_SCREEN_SIZE_INTERNAL * 0.1)); #else int sampleCount = WORLD_OUTLINE_THICKNESSM * 4; #endif for (int i = 0; i < sampleCount; i++) { vec2 offset = (1.0 + floor(i / 4.0)) * scale * worldOutlineOffset[int(mod(float(i), 4))]; float depthCheckP = GetLinearDepth(texture2D(depthtex0, texCoord + offset).r) * far; float depthCheckN = GetLinearDepth(texture2D(depthtex0, texCoord - offset).r) * far; outlined *= clamp(1.0 - ((depthCheckP + depthCheckN) - z * 2.0) * 32.0 / z, 0.0, 1.0); if (i <= 4) maxz = max(maxz, max(depthCheckP, depthCheckN)); totalz += depthCheckP + depthCheckN; } float outlinea = 1.0 - clamp((z * 8.0 - totalz) * 64.0 / z, 0.0, 1.0) * clamp(1.0 - ((z * 8.0 - totalz) * 32.0 - 1.0) / z, 0.0, 1.0); float outlineb = clamp(1.0 + 8.0 * (z - maxz) / z, 0.0, 1.0); float outlinec = clamp(1.0 + 64.0 * (z - maxz) / z, 0.0, 1.0); float outline = (0.35 * (outlinea * outlineb) + 0.65) * (0.75 * (1.0 - outlined) * outlinec + 1.0); outline -= 1.0; outline *= WORLD_OUTLINE_I / WORLD_OUTLINE_THICKNESSM; if (outline < 0.0) outline = -outline * 0.25; outline *= outlineFade; #if RETRO_LOOK == 1 color = outline * 10.0 * vec3(RETRO_LOOK_R, RETRO_LOOK_G, RETRO_LOOK_B) * RETRO_LOOK_I; #elif RETRO_LOOK == 2 color = mix(color, outline * 10.0 * vec3(RETRO_LOOK_R, RETRO_LOOK_G, RETRO_LOOK_B) * RETRO_LOOK_I, nightVision); #else color += min(color * outline * 2.5, vec3(outline)); #endif }