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Add a working X-Ray view
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78
plugins/XRayView/xray_composite.shader
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78
plugins/XRayView/xray_composite.shader
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[shaders]
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vertex =
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uniform highp mat4 u_modelViewProjectionMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec2 a_uvs;
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varying highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment =
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uniform sampler2D u_layer0;
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uniform sampler2D u_layer1;
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uniform sampler2D u_layer2;
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uniform sampler2D u_layer3;
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uniform float u_imageWidth;
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uniform float u_imageHeight;
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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varying vec2 v_uvs;
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float kernel[9];
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = vec4(0.965, 0.965, 0.965, 1.0);
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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vec4 layer2 = texture2D(u_layer2, v_uvs);
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float intersection_count = (layer2.r * 255.0) / 5.0;
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if(mod(intersection_count, 2.0) == 1.0)
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{
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layer2 = u_error_color;
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}
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result = layer2 * layer2.a + result * (1.0 - layer2.a);
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
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}
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[defaults]
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u_layer0 = 0
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u_layer1 = 1
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u_layer2 = 2
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u_layer3 = 3
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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u_error_color = [1.0, 0.0, 0.0, 1.0]
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[bindings]
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[attributes]
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a_vertex = vertex
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a_uvs = uv
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