workadventure/front/src/Phaser/Shaders/OutlinePipeline.ts

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export class OutlinePipeline extends Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline
{
// the unique id of this pipeline
public static readonly KEY = 'Outline';
/**
* @param {Phaser.Game} game - the controller of the game instance
*/
constructor(game: Phaser.Game)
{
super({
game: game,
renderer: game.renderer,
fragShader: `
precision mediump float;
uniform sampler2D uMainSampler;
uniform vec2 uTextureSize;
varying vec2 outTexCoord;
varying float outTintEffect;
varying vec4 outTint;
void main(void)
{
vec4 texture = texture2D(uMainSampler, outTexCoord);
vec4 texel = vec4(outTint.rgb * outTint.a, outTint.a);
vec4 color = texture;
if (outTintEffect == 0.0)
{
color = texture * texel;
}
else if (outTintEffect == 1.0)
{
color.rgb = mix(texture.rgb, outTint.rgb * outTint.a, texture.a);
color.a = texture.a * texel.a;
}
else if (outTintEffect == 2.0)
{
color = texel;
}
vec2 onePixel = vec2(1.0, 1.0) / uTextureSize;
float upAlpha = texture2D(uMainSampler, outTexCoord + vec2(0.0, onePixel.y)).a;
float leftAlpha = texture2D(uMainSampler, outTexCoord + vec2(-onePixel.x, 0.0)).a;
float downAlpha = texture2D(uMainSampler, outTexCoord + vec2(0.0, -onePixel.y)).a;
float rightAlpha = texture2D(uMainSampler, outTexCoord + vec2(onePixel.x, 0.0)).a;
if (texture.a == 0.0 && max(max(upAlpha, downAlpha), max(leftAlpha, rightAlpha)) == 1.0)
{
color = vec4(1.0, 1.0, 0.0, 1.0);
}
gl_FragColor = color;
}
`
});
}
}