Files
Reimagined/shaderpacks/Reimagined - High/shaders/lib/misc/worldOutline.glsl
T
2026-05-07 21:38:27 +03:00

77 lines
2.9 KiB
GLSL

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
}