2024-02-07 23:00:13 +01:00

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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;
}