sledgemapper/Sledgemapper/Content/shaders/OutlineShader.fx
2021-01-15 11:11:28 +00:00

186 lines
No EOL
6.2 KiB
HLSL

#if OPENGL
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#else
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1
#endif
float2 TexelSize; // should be (1f/textureSize.X, 1f/textureSize.Y)
int BorderSize;
float R;
float G;
float B;
float2 ImageSize;
sampler2D SpriteTextureSampler = sampler_state
{
Texture = <SpriteTexture>;
};
struct VertexShaderOutput
{
float4 Color : COLOR0;
float2 TextureCoordinates : TEXCOORD0;
};
float4 MainPS(VertexShaderOutput input) : COLOR
{
// float4 color = tex2Dlod(SpriteTextureSampler, float4 (input.TextureCoordinates.x, input.TextureCoordinates.y, 0,0));
// if (color.a > 0)
// {
// return color;
// }
// float2 pixelSize.x = float2(pixelSize.x, 0);
// float2 pixelSize.y = float2( 0, pixelSize.y );
// for (int i = 1; i < 10; i++)
// {
// if (i<=BorderSize)
// {
// float4 c1 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates + pixelSize.x*i).x, (input.TextureCoordinates + pixelSize.x*i).y,0,0));
// float4 c2 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - pixelSize.x*i).x,(input.TextureCoordinates - pixelSize.x*i ).y ,0,0));
// float4 c3 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates + pixelSize.y*i ).x,(input.TextureCoordinates + pixelSize.y*i ).y ,0,0));
// float4 c4 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - pixelSize.y*i ).x,(input.TextureCoordinates - pixelSize.y*i ).y ,0,0));
// float4 d1 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - (pixelSize.x+pixelSize.y)*i ).x,(input.TextureCoordinates - (pixelSize.x+pixelSize.y)*i ).y ,0,0));
// float4 d2 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates + (pixelSize.x+pixelSize.y)*i).x,(input.TextureCoordinates + (pixelSize.x+pixelSize.y)*i).y ,0,0));
// float4 d3 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - (pixelSize.x-pixelSize.y)*i ).x,(input.TextureCoordinates - (pixelSize.x-pixelSize.y)*i ).y ,0,0));
// float4 d4 = tex2Dlod(SpriteTextureSampler, float4((input.TextureCoordinates - (-pixelSize.x+pixelSize.y)*i).x,(input.TextureCoordinates - (-pixelSize.x+pixelSize.y)*i).y ,0,0));
// if (color.a != c1.a || color.a != c2.a|| color.a != c3.a|| color.a != c4.a
// || color.a != d1.a
// || color.a != d2.a
// || color.a != d3.a
// || color.a != d4.a
// )
// {
// color.r=R;
// color.g=G;
// color.b=B;
// color.a=1;
// }
// }
// }
// return color;
//float pixelSize.x = float(1/ImageSize.x);
//float pixelSize.y = float(1/ImageSize.y );
// ###########################################################################
// float2 pixelSize = 1/ float2((float) ImageSize.x, (float) ImageSize.y);
// float4 color = tex2D(SpriteTextureSampler, input.TextureCoordinates);
// if(color.a==1) {return color;}
// // float2 offsets[8] = {float2(-1,0), float2(1,0), float2(0,1), float2(0,-1), float2(-1,1), float2(1,1), float2(1,-1), float2(-1,-1)};
// float2 offsets[8] = {float2(-pixelSize.x,0),
// float2(pixelSize.x,0),
// float2(0,pixelSize.y),
// float2(0,-pixelSize.y),
// float2(-pixelSize.x,pixelSize.y),
// float2(pixelSize.x,pixelSize.y),
// float2(pixelSize.x,-pixelSize.y),
// float2(-pixelSize.x,-pixelSize.y)};
// int i, j = 0;
// while(i < 10)
// {
// i++;
// j=0;
// while (j < 8)
// {
// // float2 curUV = input.TextureCoordinates + ((offsets[j] * pixelSize.x + offsets[j] *pixelSize.y)* i);
// float curUVx = input.TextureCoordinates.x + offsets[j].x * (float)i;
// float curUVy = input.TextureCoordinates.y + offsets[j].y * (float)i;
// float4 offsetsample = tex2Dlod(SpriteTextureSampler, float4(curUVx, curUVy,0,0));
// if(
// offsetsample.a==1
// )
// {
// return float4(
// R,
// G,
// B,
// 1);
// }
// j++;
// }
// }
// return color;
//##############################################################
int px = (int) input.TextureCoordinates.x*ImageSize.x;
int py = (int) input.TextureCoordinates.y*ImageSize.y;
float2 pixel = input.TextureCoordinates*ImageSize;
float4 color = tex2D(SpriteTextureSampler, input.TextureCoordinates);
if(color.a==1) {return color;}
// float2 offsets[8] = {float2(-1,0), float2(1,0), float2(0,1), float2(0,-1), float2(-1,1), float2(1,1), float2(1,-1), float2(-1,-1)};
float2 offsets[8] = {float2(-1,0),
float2(1,0),
float2(0,1),
float2(0,-1),
float2(-1,1),
float2(1,1),
float2(1,-1),
float2(-1,-1)};
int i, j = 0;
// while(i < 10)
// {
// i++;
// j=0;
while (j < 8)
{
// float2 curUV = input.TextureCoordinates + ((offsets[j] * pixelSize.x + offsets[j] *pixelSize.y)* i);
float checkpx=(float)px+(float)BorderSize*offsets[j].x;
float checkpy=(float)py+(float)BorderSize*offsets[j].y;
float curUVx = input.TextureCoordinates.x + (float)checkpx/(float)ImageSize.x;
float curUVy = input.TextureCoordinates.y + (float)checkpy/(float)ImageSize.y;
float4 offsetsample = tex2Dlod(SpriteTextureSampler, float4(curUVx, curUVy,0,0));
if(
offsetsample.a==1
)
{
return float4(
R,
G,
B,
1);
}
j++;
}
// }
return color;
};
technique SpriteDrawing
{
pass P0
{
PixelShader = compile PS_SHADERMODEL MainPS();
}
};