Fix offset calculation in the outlines shader (#14971)

The `Sample` method has an offset parameter which we can use here.
The result is not identical to the old shader, as the older shader
used the height of the terminal for drawing horizontal edges and so
the result looked way fatter than it was seemingly originally intended.
On my 150% scale display I found an offset of +/- 2px to produce an
acceptable result, although in the future it might be worthwhile to
make the offset dependent on the UI scale.

Closes #14953
This commit is contained in:
Leonard Hecker 2023-03-16 21:21:32 +01:00 committed by GitHub
parent 7562c81066
commit 6c80390de7
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -6,14 +6,14 @@ SamplerState samplerState;
// Terminal settings such as the resolution of the texture
cbuffer PixelShaderSettings {
// The number of seconds since the pixel shader was enabled
float Time;
// UI Scale
float Scale;
// Resolution of the shaderTexture
float2 Resolution;
// Background color as rgba
float4 Background;
// The number of seconds since the pixel shader was enabled
float Time;
// UI Scale
float Scale;
// Resolution of the shaderTexture
float2 Resolution;
// Background color as rgba
float4 Background;
};
// A pixel shader is a program that given a texture coordinate (tex) produces a color.
@ -29,38 +29,19 @@ float4 main(float4 pos : SV_POSITION, float2 tex : TEXCOORD) : SV_TARGET
// effect, read the colors offset on the left, right, top, bottom of this
// fragment, as well as on the corners of this fragment.
//
// You could get away with fewer samples, but the resulting outlines will be
// blurrier.
//left, right, top, bottom:
float4 leftColor = shaderTexture.Sample(samplerState, tex+1.0*Scale*float2( 1.0, 0.0)/Resolution.y);
float4 rightColor = shaderTexture.Sample(samplerState, tex+1.0*Scale*float2(-1.0, 0.0)/Resolution.y);
float4 topColor = shaderTexture.Sample(samplerState, tex+1.0*Scale*float2( 0.0, 1.0)/Resolution.y);
float4 bottomColor = shaderTexture.Sample(samplerState, tex+1.0*Scale*float2( 0.0, -1.0)/Resolution.y);
// Corners
float4 topLeftColor = shaderTexture.Sample(samplerState, tex+1.0*Scale*float2( 1.0, 1.0)/Resolution.y);
float4 topRightColor = shaderTexture.Sample(samplerState, tex+1.0*Scale*float2(-1.0, 1.0)/Resolution.y);
float4 bottomLeftColor = shaderTexture.Sample(samplerState, tex+1.0*Scale*float2( 1.0, -1.0)/Resolution.y);
float4 bottomRightColor = shaderTexture.Sample(samplerState, tex+1.0*Scale*float2(-1.0, -1.0)/Resolution.y);
// Now, if any of those adjacent cells has text in it, then the *color vec4
// will have a non-zero .w (which is used for alpha). Use that alpha value
// to add some black to the current fragment.
//
// This will result in only coloring fragments adjacent to text, but leaving
// background images (for example) untouched.
float3 outlineColor = float3(0, 0, 0);
float4 result = color;
result = result + float4(outlineColor, leftColor.w);
result = result + float4(outlineColor, rightColor.w);
result = result + float4(outlineColor, topColor.w);
result = result + float4(outlineColor, bottomColor.w);
result = result + float4(outlineColor, topLeftColor.w);
result = result + float4(outlineColor, topRightColor.w);
result = result + float4(outlineColor, bottomLeftColor.w);
result = result + float4(outlineColor, bottomRightColor.w);
return result;
for (int dy = -2; dy <= 2; dy += 2) {
for (int dx = -2; dx <= 2; dx += 2) {
float4 neighbor = shaderTexture.Sample(samplerState, tex, int2(dx, dy));
color.a += neighbor.a;
}
}
return color;
}