Moved shaders to new directory
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// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct UBO
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{
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float4 outlineColor;
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float outlineWidth;
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float outline;
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};
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cbuffer ubo : register(b2) { UBO ubo; }
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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float dist = textureColor.Sample(samplerColor, inUV).a;
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float smoothWidth = fwidth(dist);
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float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, dist);
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float3 rgb = alpha.xxx;
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if (ubo.outline > 0.0)
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{
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float w = 1.0 - ubo.outlineWidth;
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alpha = smoothstep(w - smoothWidth, w + smoothWidth, dist);
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rgb += lerp(alpha.xxx, ubo.outlineColor.rgb, alpha);
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}
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return float4(rgb, alpha);
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}
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