feat(render3d): a rim outline around a highlighted actor
An actor gains `outline` (metres of rim) and `ocol` (its colour). The pass draws the model a second time with its vertices pushed out along their normals and its front faces culled, so only the far side of the swollen shell survives - a silhouette exactly `outline` metres wide. It is depth-tested against the scene, so anything standing in front of the actor hides the rim too. skin.vert grows an OUTLINE path for the push; outline.frag is the flat-colour fragment shader it pairs with. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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3 changed files with 70 additions and 1 deletions
14
packages/ludic.render3d/shaders/outline.frag
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14
packages/ludic.render3d/shaders/outline.frag
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@ -0,0 +1,14 @@
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// the inverted-hull shell (skin.vert with OUTLINE): a flat colour, no shading. Cut-out
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// meshes still need their shape, so the alpha test comes along.
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uniform vec3 u_outline_col;
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out vec4 o_color;
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#ifdef ALPHA_TEST
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in vec2 v_uv;
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uniform sampler2D u_diff;
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void main() {
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if (texture(u_diff, v_uv).a < 0.45) discard;
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o_color = vec4(u_outline_col, 1.0);
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}
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#else
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void main() { o_color = vec4(u_outline_col, 1.0); }
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#endif
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@ -12,6 +12,9 @@ uniform float u_skinned; // 0: a rigid model on the same path
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uniform mat4 u_view;
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uniform mat4 u_proj;
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uniform mat4 u_light_vp;
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#ifdef OUTLINE
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uniform float u_outline; // metres the shell is pushed out
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#endif
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out vec3 v_wpos;
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out vec3 v_nrm;
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out vec2 v_uv;
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@ -28,6 +31,11 @@ void main() {
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m = u_model * sk;
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}
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vec4 w = m * vec4(a_pos, 1.0);
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#ifdef OUTLINE
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// an inverted hull: the shell is pushed out along the world normal and drawn with the
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// front faces culled, so what survives is a rim of `u_outline` metres around the model
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w.xyz += normalize(mat3(m) * a_nrm) * u_outline;
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#endif
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v_wpos = w.xyz;
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v_nrm = normalize(mat3(m) * a_nrm);
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v_uv = a_uv;
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