42 lines
1.3 KiB
Text
42 lines
1.3 KiB
Text
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shader_type canvas_item;
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render_mode unshaded;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;
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// simple edge detection
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bool is_edge(int radius, vec2 screen_uv, vec2 screen_pixel_size) {
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bool ed_found_black = false;
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bool ed_found_color = false;
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// check neighbor pixels
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for (int x = -radius; x < radius+1; x++) {
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for (int y = -radius; y < radius+1; y++) {
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vec4 p = texture(screen_texture, screen_uv + (vec2(float(x), float(y)) * screen_pixel_size));
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if (p.rgb == vec3(0.0)) {
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ed_found_black = true;
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} else {
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ed_found_color = true;
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}
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}
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}
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return ed_found_black && ed_found_color;
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}
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void fragment() {
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// get screen texture
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vec4 screen = texture(screen_texture, SCREEN_UV);
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// apply edge detection
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int radius = max(int(0.003 * (1.0/SCREEN_PIXEL_SIZE.y)), 1); // with a relative radius
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if (is_edge(radius, SCREEN_UV, SCREEN_PIXEL_SIZE)) {
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COLOR = screen;
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} else {
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COLOR = vec4(0, 0, 0, 1);
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}
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// apply glow
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// blur a relative radius -> x * log(1.0/SCREEN_PIXEL_SIZE.y)
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// using log, because the LOD value seems to affect the blur radius exponentially
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vec4 glow = textureLod(screen_texture, SCREEN_UV, 0.5 * log(1.0/SCREEN_PIXEL_SIZE.y));
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if (screen.rgb == vec3(0.0)) {
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COLOR = mix(COLOR, glow, 0.4) + (glow * 0.3);
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}
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}
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