#Outline shader turning sprite very blue?

5 messages · Page 1 of 1 (latest)

hardy token
#

And this code to display the sword:

Vector2 siz = {(float)Textures[TexString].width, (float)Textures[TexString].height};
        siz = Vector2Normalize(siz);
        siz = Vector2Multiply(siz, {pickup.Radius, pickup.Radius});

        cout << siz.x << " " << siz.y << endl;

        float outlineSize = 0.1f;
        Color outlineColor = RED;

        BeginShaderMode(Shaders["outline"]);
        SetShaderValue(Shaders["outline"], uTextureSize, &siz, SHADER_UNIFORM_VEC2);
        SetShaderValue(Shaders["outline"], uOutlineSize, &outlineSize, SHADER_UNIFORM_FLOAT);
        SetShaderValue(Shaders["outline"], uOutlineColor, &outlineColor, SHADER_UNIFORM_VEC4);

        DrawTexturePro(Textures[TexString], {
            0,
            0,
            (float)Textures[TexString].width,
            (float)Textures[TexString].height
        }, {
            pickup.Position.x - MainCameraManager.CameraPosition.x,
            pickup.Position.y  - MainCameraManager.CameraPosition.y - AnimationOffset,
            siz.x,
            siz.y

        }, {siz.x / 2, siz.y / 2}, 0, WHITE);
        EndShaderMode();
hardy token
#

update: ive gotten the sword to render more properly

#

but there's still weird lines and imperfect outline

#

Here's my new code:

Vector2 siz = {(float)Textures[TexString].width, (float)Textures[TexString].height};
        siz = Vector2Normalize(siz);
        siz = Vector2Multiply(siz, {pickup.Radius, pickup.Radius});

        float outlineSize = 1.0f;
        Color outlineColor = WHITE;

        BeginShaderMode(Shaders["outline"]);
        SetShaderValue(Shaders["outline"], uTextureSize, new float[2] {(float)Textures[TexString].width,
            (float)Textures[TexString].height}, SHADER_UNIFORM_VEC2);
        SetShaderValue(Shaders["outline"], uOutlineSize, &outlineSize, SHADER_UNIFORM_FLOAT);
        SetShaderValue(Shaders["outline"], uOutlineColor, new float[4] {
            (float)outlineColor.r,
                (float)outlineColor.g,
                (float)outlineColor.b,
                    (float)outlineColor.a,
        }, SHADER_UNIFORM_VEC4);

        DrawTexturePro(Textures[TexString], {
            0,
            0,
            (float)Textures[TexString].width,
            (float)Textures[TexString].height
        }, {
            pickup.Position.x - MainCameraManager.CameraPosition.x,
            pickup.Position.y  - MainCameraManager.CameraPosition.y - AnimationOffset,
            siz.x,
            siz.y

        }, {siz.x / 2, siz.y / 2}, 0, WHITE);
        EndShaderMode();
#

slighty modded shader:

#version 330

// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;

// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;

uniform vec2 textureSize;
uniform float outlineSize;
uniform vec4 outlineColor;

// Output fragment color
out vec4 finalColor;

void main()
{
    vec4 texel = texture(texture0, fragTexCoord);   // Get texel color
    vec2 texelScale = vec2(0.0,0.0);
    texelScale.x = outlineSize/textureSize.x;
    texelScale.y = outlineSize/textureSize.y;

    // We sample four corner texels, but only for the alpha channel (this is for the outline)
    vec4 corners = vec4(0.0,0.0,0.0,0.0);
    corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
    corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
    corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
    corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;

    float outline = min(dot(corners, vec4(1.0,1.0,1.0,1.0)), 1.0);
    vec4 color = mix(vec4(0,0,0,0), outlineColor, outline);
    finalColor = mix(color, texel, texel.a);
}