Light-reactive interaction outlines (#18343)
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@@ -4,6 +4,7 @@
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path: "/Textures/Shaders/outline.swsl"
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path: "/Textures/Shaders/outline.swsl"
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params:
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params:
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outline_color: "#FF000055"
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outline_color: "#FF000055"
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light_boost: 2
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- type: shader
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- type: shader
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id: SelectionOutlineInrange
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id: SelectionOutlineInrange
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@@ -11,3 +12,4 @@
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path: "/Textures/Shaders/outline.swsl"
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path: "/Textures/Shaders/outline.swsl"
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params:
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params:
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outline_color: "#00FF0055"
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outline_color: "#00FF0055"
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light_boost: 4
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@@ -27,12 +27,10 @@
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//
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//
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//************************************************************************
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//************************************************************************
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light_mode unshaded;
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//shader_type canvas_item;
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uniform highp float outline_width; // = 2.0;
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uniform highp float outline_width; // = 2.0;
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// TODO: implement that hint_color thingy.
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//uniform vec4 outline_color: hint_color;
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uniform highp vec4 outline_color; // =vec4(1.0,0.0,0.0,0.33);
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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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void fragment() {
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void fragment() {
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highp vec4 col = zTexture(UV);
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highp vec4 col = zTexture(UV);
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@@ -74,5 +72,7 @@ void fragment() {
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maxa = max(a, maxa);
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maxa = max(a, maxa);
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mina = min(a, mina);
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mina = min(a, mina);
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COLOR = mix(col, outline_color, maxa-col.a);
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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 * sampledLight, maxa - col.a);
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lightSample = vec3(1.0);
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}
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}
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