Further interaction outline tweaks (tonemap rework) (#19898)
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@@ -4,7 +4,9 @@
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path: "/Textures/Shaders/outline.swsl"
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params:
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outline_color: "#FF000055"
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light_boost: 1
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light_boost: 2
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light_gamma: 1.5
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light_whitepoint: 48
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- type: shader
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id: SelectionOutlineInrange
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@@ -13,3 +15,5 @@
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params:
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outline_color: "#00FF0055"
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light_boost: 2
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light_gamma: 0.9
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light_whitepoint: 1
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@@ -31,6 +31,12 @@ uniform highp float outline_width; // = 2.0;
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uniform highp vec4 outline_color; // =vec4(1.0,0.0,0.0,0.33);
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uniform bool outline_fullbright; // =false;
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uniform highp float light_boost; // = 4.0;
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uniform highp float light_gamma; // = 1.0;
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uniform highp float light_whitepoint; // = 1.0;
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highp float grayscale(highp vec3 col) {
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return mix(0.0, 1.0, (col.r * 0.299) + (col.g * 0.587) + (col.b * 0.114)); //These luminance values are taken from Rec. ITU-R BT.601-7. This isn't suitable for player-facing grayscaling due to SDTV having a funky colorspace, but it's perfect for outlines.
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}
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void fragment() {
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highp vec4 col = zTexture(UV);
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@@ -72,7 +78,7 @@ void fragment() {
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maxa = max(a, maxa);
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mina = min(a, mina);
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lowp float sampledLight = outline_fullbright ? 1.0 : sqrt(mix(0.0, 1.0, (lightSample.r * 0.34) + (lightSample.g * 0.5) + (lightSample.b * 0.16)) * light_boost);
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COLOR = mix(col, outline_color * vec4(vec3(sampledLight), 1.0), maxa - col.a);
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lowp float sampledLight = outline_fullbright ? 1.0 : clamp( (pow( grayscale(lightSample.rgb) * light_whitepoint, light_gamma) / light_whitepoint ) * light_boost, 0.0, 1.0);
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COLOR = mix(col, outline_color * vec4(vec3(1.0), sampledLight), maxa - col.a);
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lightSample = vec3(1.0);
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}
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