// Glowing outlines with a slowly cycling colour. // order 20 // slider detail 1.0 12.0 5.0 // slider glow 0.0 6.0 2.5 // slider source 0.0 1.0 0.35 // slider hue 0.0 1.0 0.55 // slider cycle 0.0 1.0 0.3 // hue 0..1 -> a fully saturated colour (0 red, 0.08 orange, 0.33 green, 0.66 blue) static float3 hueColor(float h) { return clamp(abs(fract(h + float3(0.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0) - 1.0, 0.0, 1.0); } static float luma(Inputs in, float2 uv) { return dot(in.image.sample(in.smp, uv).rgb, float3(0.299, 0.587, 0.114)); } // how strongly brightness changes around this point static float edge(Inputs in, float2 uv) { float2 t = 1.5 / in.resolution; float dx = luma(in, uv + float2(t.x, 0.0)) - luma(in, uv - float2(t.x, 0.0)); float dy = luma(in, uv + float2(0.0, t.y)) - luma(in, uv - float2(0.0, t.y)); return length(float2(dx, dy)); } float4 effect(float2 uv, Inputs in) { float sharp = smoothstep(0.1, 0.5, edge(in, uv) * in.p.detail); float halo = 0.0; // edges found in a ring around this pixel = a cheap glow for (int i = 0; i < 12; i++) { float a = 6.2832 * float(i) / 12.0; float2 dir = float2(cos(a), sin(a)) / in.resolution; halo += edge(in, uv + dir * 4.0) + edge(in, uv + dir * 9.0); } halo = halo / 24.0 * in.p.detail * in.p.glow; float3 tint = hueColor(in.p.hue + in.time * in.p.cycle * 0.2); float3 base = in.image.sample(in.smp, uv).rgb * in.p.source; return float4(base + tint * (sharp + halo), 1.0); }