#version 450 /* Copyright (c) 2020-2024, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ precision highp float; layout(set = 0, binding = 1) uniform sampler2D depth_sampler; layout(set = 0, binding = 2) uniform sampler2D color_sampler; layout(location = 0) in vec2 in_uv; layout(location = 0) out vec4 o_color; layout(set = 0, binding = 0) uniform PostprocessingUniform { vec2 near_far; } postprocessing_uniform; float linearizeDepth(float depth, float near, float far) { return near * far / (far + depth * (near - far)); } float getDepth(ivec2 offset) { float depth; depth = texelFetch(depth_sampler, ivec2(gl_FragCoord.xy) + offset, 0).r; return linearizeDepth(depth, postprocessing_uniform.near_far.x, postprocessing_uniform.near_far.y); } void main(void) { vec4 color = texture(color_sampler, in_uv); float depth = getDepth(ivec2(0, 0)); vec3 outline_color = vec3(0.0, 0.0, 0.0); int thickness = 2; float outline = depth - getDepth(ivec2(-thickness, 0)); outline += depth - getDepth(ivec2(0, thickness)); outline += depth - getDepth(ivec2(thickness, 0)); outline += depth - getDepth(ivec2(0, -thickness)); o_color.rgb = mix(color.rgb, outline_color, clamp(outline, 0.0, 1.0)); }