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Update/merge examples back into main repo (#192)
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35
Examples/resources/shaders/glsl330/outline.fs
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35
Examples/resources/shaders/glsl330/outline.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 textureSize;
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uniform float outlineSize;
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uniform vec4 outlineColor;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 texel = texture(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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texelScale.x = outlineSize/textureSize.x;
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texelScale.y = outlineSize/textureSize.y;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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finalColor = mix(color, texel, texel.a);
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}
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