/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float2 UV; }; struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; struct UBO { float4x4 projection; float4x4 model; float4 outlineColor; float outlineWidth; float outline; }; ConstantBuffer ubo; Sampler2D samplerColor; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UV = input.UV; output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float dist = samplerColor.Sample(input.UV).a; float smoothWidth = fwidth(dist); float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, dist); float3 rgb = alpha.xxx; if (ubo.outline > 0.0) { float w = 1.0 - ubo.outlineWidth; alpha = smoothstep(w - smoothWidth, w + smoothWidth, dist); rgb += lerp(alpha.xxx, ubo.outlineColor.rgb, alpha); } return float4(rgb, alpha); }