shader outline experiment

This commit is contained in:
PeaAshMeter 2025-10-24 03:23:49 +03:00
parent 7884b13b70
commit 12b6646642
2 changed files with 40 additions and 1 deletions

View File

@ -0,0 +1,30 @@
#pragma language glsl3
extern ivec2 texSize;
extern float time;
vec4 effect(vec4 color, Image tex, vec2 texCoord, vec2 screenCoord)
{
float modY = (0.75 + sin(time) * 0.25) * (0.5 + cos(texCoord.y + 10 * sin(0.1 * time)) * 0.5);
vec4 outlineColor = vec4(modY, 0.2 * sin(time) + 0.5, 0.5, 1.0);
float outlineSize = 1.0;
float alpha = Texel(tex, texCoord).a;
if (alpha > 0.0)
return Texel(tex, texCoord) * color;
// Если среди соседей есть хоть один прозрачный пиксель, то это граница, обводим её
float outline = 0.0;
for (float x = -outlineSize; x <= outlineSize; x++) {
for (float y = -outlineSize; y <= outlineSize; y++) {
vec2 offset = vec2(x, y) / texSize;
float neighborAlpha = Texel(tex, texCoord + offset).a;
outline = max(outline, neighborAlpha);
}
}
if (outline > 0.0)
return outlineColor;
return vec4(0.0);
}

View File

@ -45,11 +45,20 @@ function sprite:draw()
function(map)
local ppm = Tree.level.camera.pixelsPerMeter
local position = map.displayedPosition
if Tree.level.selector.id == self.owner.id then love.graphics.setColor(0.5, 1, 0.5) end
if Tree.level.selector.id == self.owner.id then
local texW, texH = Tree.assets.files.sprites.character[self.state]:getWidth(),
Tree.assets.files.sprites.character[self.state]:getHeight()
local shader = Tree.assets.files.shaders.outline
shader:send("texSize", { texW, texH })
shader:send("time", love.timer:getTime())
love.graphics.setShader(shader)
end
self.animationTable[self.state]:draw(Tree.assets.files.sprites.character[self.state],
position.x + 0.5,
position.y + 0.5, nil, 1 / ppm * self.side, 1 / ppm, 38, 47)
love.graphics.setColor(1, 1, 1)
love.graphics.setShader()
end
)
end