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

70 lines
2.6 KiB
GLSL

vec2 darkOutlineOffsets[12] = vec2[12](
vec2( 1.0,0.0),
vec2(-1.0,1.0),
vec2( 0.0,1.0),
vec2( 1.0,1.0),
vec2(-2.0,2.0),
vec2(-1.0,2.0),
vec2( 0.0,2.0),
vec2( 1.0,2.0),
vec2( 2.0,2.0),
vec2(-2.0,1.0),
vec2( 2.0,1.0),
vec2( 2.0,0.0)
);
void DoDarkOutline(inout vec3 color, float z0, 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 outline = 1.0;
float z = GetLinearDepth(z0) * far * 2.0;
float minZ = 1.0, sampleZA = 0.0, sampleZB = 0.0;
#if DARK_OUTLINE_THICKNESS == 1
int sampleCount = 4;
#elif DARK_OUTLINE_THICKNESS == 2
int sampleCount = 12;
#endif
for (int i = 0; i < sampleCount; i++) {
vec2 offset = scale * darkOutlineOffsets[i];
sampleZA = texture2D(depthtex0, texCoord + offset).r;
sampleZB = texture2D(depthtex0, texCoord - offset).r;
float sampleZsum = GetLinearDepth(sampleZA) + GetLinearDepth(sampleZB);
outline *= clamp(1.0 - (z - sampleZsum * far), 0.0, 1.0);
minZ = min(minZ, min(sampleZA, sampleZB));
}
outline = mix(1.0, outline, outlineFade);
if (outline < 0.909091) {
vec4 viewPos = gbufferProjectionInverse * (vec4(texCoord, minZ, 1.0) * 2.0 - 1.0);
viewPos /= viewPos.w;
float lViewPos = length(viewPos.xyz);
vec3 playerPos = ViewToPlayer(viewPos.xyz);
vec3 nViewPos = normalize(viewPos.xyz);
float VdotU = dot(nViewPos, upVec);
float VdotS = dot(nViewPos, sunVec);
vec3 newColor = vec3(0.0);
color = mix(color, newColor, 1.0 - outline * 1.1);
}
}