First pass find outline pixel. Second pass expand it by 1px in each direction. Subsequent passes fade the occluded outlines inward.
12 lines
162 B
GLSL
12 lines
162 B
GLSL
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in vec4 uvcoordsvar;
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out vec4 FragColor;
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uniform sampler2D outlineBluredColor;
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void main()
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{
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FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;
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}
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