shader_type spatial; render_mode unshaded; uniform sampler2D screen_texture : source_color, hint_screen_texture, filter_nearest; uniform sampler2D depth_texture : source_color, hint_depth_texture, filter_nearest; uniform sampler2D normal_texture : source_color, hint_normal_roughness_texture, filter_nearest; uniform bool depth_layer = true; uniform bool normal_layer = true; uniform bool original_layer = true; uniform float depth_edge_strength : hint_range(-1, 1, 0.01) = -0.5; uniform float normal_edge_strength : hint_range(-1, 1, 0.01) = 0.5; uniform float depth_edge_threshold : hint_range(0, 1) = 0.2; uniform float normal_edge_threshold : hint_range(0, 1) = 0.6; uniform vec3 normal_edge_bias = vec3(1, 1, 1); float get_depth(vec2 screen_uv, mat4 inv_projection_matrix) { float depth = texture(depth_texture, screen_uv).r; vec3 ndc = vec3(screen_uv * 2.0 - 1.0, depth); vec4 view = inv_projection_matrix * vec4(ndc, 1.0); view.xyz /= view.w; return -view.z; } vec2[4] create_uvs(vec2 screen_uv, vec2 texel_size) { vec2 uvs[4]; uvs[0] = vec2(screen_uv.x, min(1.0 - texel_size.y, screen_uv.y + texel_size.y)); uvs[1] = vec2(screen_uv.x, max(0.0, screen_uv.y - texel_size.y)); uvs[2] = vec2(min(1.0 - texel_size.x, screen_uv.x + texel_size.x), screen_uv.y); uvs[3] = vec2(max(0.0, screen_uv.x - texel_size.x), screen_uv.y); return uvs; } float normal_detection(vec2 uv, vec3 normal) { vec3 neighbor_normal = texture(normal_texture, uv).xyz * 2.0 - 1.0; vec3 normal_diff = normal - neighbor_normal; float normal_bias_diff = dot(normal_diff, normal_edge_bias); float normal_indicator = smoothstep(0.01, -0.01, normal_bias_diff); return dot(normal_diff, normal_diff) * normal_indicator; } void vertex() { POSITION = vec4(VERTEX, 1.0); } void fragment() { vec3 original = texture(screen_texture, SCREEN_UV).rgb; vec3 normal = texture(normal_texture, SCREEN_UV).xyz * 2.0 - 1.0; float depth = get_depth(SCREEN_UV, INV_PROJECTION_MATRIX); vec2 texel_size = 1.0 / VIEWPORT_SIZE.xy; vec2 neighbors[4] = create_uvs(SCREEN_UV, texel_size); float depth_diff = 0.0; float normal_diff = 0.0; for (int i = 0; i < 4; i++) { float neighbor_depth = get_depth(neighbors[i], INV_PROJECTION_MATRIX); depth_diff += neighbor_depth - depth; normal_diff += normal_detection(neighbors[i], normal); } float strength = 0.0; if (depth_layer && depth_diff > depth_edge_threshold) { strength = 1.0 + depth_edge_strength; } else if (normal_layer && normal_diff > normal_edge_threshold && depth_diff > 0.0) { strength = 1.0 + normal_edge_strength; } else if(original_layer) { strength = 1.0; } ALBEDO = original * strength; }