2019-04-06 17:37:26 +00:00
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// -------------------------------------------------------------------------------- //
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// Defines
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#define MAX_DISTANCE 65536.0
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#define NEAR_INFINITE 18446744073709551616.0
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#define FLT_SMALL 0.001
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#define PI 3.1415926535897932384626433832795
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#define HALFPI 1.5707963267948966192313216916398
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Samplers
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sampler_state imageSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state sdfSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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BorderColor = FFFFFFFF;
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};
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Global Parameters
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uniform float4x4 ViewProj;
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uniform texture2d pSDFTexture;
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uniform float pSDFThreshold;
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uniform texture2d pImageTexture;
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Shared Functions
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float4 PremultiplyTarget(float4 c, float4 t) {
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return lerp(float4(t.r, t.g, t.b, c.a), c, c.a);
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}
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float LinearCurveFromValue(float v, float offset, float width,
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float sharpness, float sharpnessInverse) {
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}
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float GradientFromValue(float v, float offset, float width) {
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return ((v - offset) / width);
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}
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// We can use any of the following gradient functions: https://www.desmos.com/calculator/bmbrncaiem
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float CurveEaseInOut(float v) {
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return cos((v-1)*PI)*0.5+0.5;
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}
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float CurveEaseOut(float v) {
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return sin(v * HALFPI);
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}
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float CurveEaseIn(float v) {
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return 1 - cos(v * HALFPI);
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}
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Default Vertex Shader
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Shadow Effects (Inner, Outer)
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uniform float4 pShadowColor;
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uniform float pShadowMin;
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uniform float pShadowMax;
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uniform float2 pShadowOffset;
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float4 PSShadowOuter(VertDataOut v_in) : TARGET
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{
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float2 dist_ex = pSDFTexture.Sample(sdfSampler, v_in.uv + pShadowOffset).rg * MAX_DISTANCE;
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float dist = dist_ex.r - dist_ex.g;
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bool mask = (pImageTexture.Sample(imageSampler, v_in.uv).a <= pSDFThreshold);
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if (!mask) {
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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float v = clamp((dist - pShadowMin) / (pShadowMax - pShadowMin), 0., 1.);
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return float4(pShadowColor.r, pShadowColor.g, pShadowColor.b, (1.0 - v) * pShadowColor.a);
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}
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technique ShadowOuter
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSShadowOuter(v_in);
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}
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}
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float4 PSShadowInner(VertDataOut v_in) : TARGET
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{
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float2 dist_ex = pSDFTexture.Sample(sdfSampler, v_in.uv + pShadowOffset).rg * MAX_DISTANCE;
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float dist = dist_ex.g - dist_ex.r;
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bool mask = (pImageTexture.Sample(imageSampler, v_in.uv).a > pSDFThreshold);
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if (!mask) {
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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float v = clamp((dist - pShadowMin) / (pShadowMax - pShadowMin), 0., 1.);
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return float4(pShadowColor.r, pShadowColor.g, pShadowColor.b, (1.0 - v) * pShadowColor.a);
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}
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technique ShadowInner
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSShadowInner(v_in);
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}
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}
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Glow
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uniform float4 pGlowColor <
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string name = "Glow Color";
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string group = "Glow";
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>;
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uniform float pGlowWidth <
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string name = "Glow Width";
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string group = "Glow";
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float minimum = 0.01;
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float maximum = 16.0;
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float delta = 0.01;
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float default = 1.0;
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>;
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uniform float pGlowSharpness <
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string name = "Glow Sharpness";
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string group = "Glow";
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float minimum = 0.01;
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float maximum = 100.0;
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float delta = 0.01;
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float default = 1.0;
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string set_expr = "x / 100.0";
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>;
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uniform float pGlowSharpnessInverse <
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string name = "Glow Sharpness Inverse";
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string group = "Glow";
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string value_expr = "1.0 / (1.0 - pGlowSharpness)";
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bool visible = false;
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bool enabled = false;
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>;
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float4 GlowShared(float dist) {
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// Calculate correct gradient value and also take into account glow alpha to not delete information.
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float v = clamp((GradientFromValue(dist, 0, pGlowWidth) - pGlowSharpness) * pGlowSharpnessInverse, 0.0, 1.0);
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return float4(pGlowColor.r, pGlowColor.g, pGlowColor.b, pGlowColor.a * (1.0 - v));
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}
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float4 PSGlowOuter(VertDataOut v_in) : TARGET
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{
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float dist = pSDFTexture.Sample(sdfSampler, v_in.uv).r * MAX_DISTANCE;
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bool mask = (pImageTexture.Sample(imageSampler, v_in.uv).a <= pSDFThreshold);
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if (!mask) {
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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return GlowShared(dist);
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}
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technique GlowOuter
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSGlowOuter(v_in);
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}
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}
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float4 PSGlowInner(VertDataOut v_in) : TARGET
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{
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float dist = pSDFTexture.Sample(sdfSampler, v_in.uv).g * MAX_DISTANCE;
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bool mask = (pImageTexture.Sample(imageSampler, v_in.uv).a > pSDFThreshold);
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if (!mask) {
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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return GlowShared(dist);
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}
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technique GlowInner
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSGlowInner(v_in);
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}
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}
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Outline
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uniform float4 pOutlineColor <
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string name = "Outline Color";
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string group = "Outline";
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>;
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uniform float pOutlineWidth <
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string name = "Outline Width";
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string group = "Outline";
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float minimum = 0.01;
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float maximum = 16.0;
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float delta = 0.01;
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float default = 1.0;
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>;
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uniform float pOutlineOffset <
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string name = "Outline Offset";
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string group = "Outline";
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float minimum = -16.0;
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float maximum = 16.0;
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float delta = 0.01;
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float default = 0.0;
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>;
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uniform float pOutlineSharpness <
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string name = "Outline Sharpness";
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string group = "Outline";
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float minimum = 0.01;
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float maximum = 100.0;
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float delta = 0.01;
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float default = 1.0;
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string set_expr = "x / 100.0";
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>;
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uniform float pOutlineSharpnessInverse <
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string name = "Outline Sharpness Inverse";
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string group = "Outline";
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string value_expr = "1.0 / (1.0 - pOutlineSharpness)";
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bool visible = false;
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bool enabled = false;
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>;
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float4 PSOutline(VertDataOut v_in) : TARGET
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{
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2019-05-28 00:50:03 +00:00
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float2 iodist = pSDFTexture.Sample(sdfSampler, v_in.uv).rg * MAX_DISTANCE;
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float dist = iodist.r - iodist.g;
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2019-04-06 17:37:26 +00:00
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// Calculate where we are in the outline.
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// We can use any of the following gradient functions: https://www.desmos.com/calculator/bmbrncaiem
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/// Base Curve
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float n = clamp(abs(dist - pOutlineOffset) / pOutlineWidth, 0.0, 1.0);
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/// Sharpness Curve
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float y1 = clamp((n - pOutlineSharpness) * pOutlineSharpnessInverse, 0.0, 1.0);
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float y2 = cos((y1 - 1) * PI) * 0.5 + 0.5;
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float y3 = sin(y1 * (PI / 2));
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float y4 = sin((y1 - 1) * (PI / 2)) + 1.0;
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// Blend by Color.a so that our outline doesn't delete information.
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float l = 1.0 - ((1.0 - y1) * pOutlineColor.a);
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2019-05-28 00:50:03 +00:00
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return float4(pOutlineColor.r, pOutlineColor.g, pOutlineColor.b, pOutlineColor.a * (1.0 - y1));
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2019-04-06 17:37:26 +00:00
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}
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technique Outline
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSOutline(v_in);
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}
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}
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// -------------------------------------------------------------------------------- //
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