Adaptive Outline
the outline lightens and darkens
Adaptive Outline
This is a vanilla shader with a stroke.
The stroke brightens the light areas and darkens the dark areas.

шейдер изменём только в final.fsh
``` #version 330 compatibility
uniform sampler2D colortex0; uniform sampler2D depthtex0;
in vec2 texcoord; layout(location = 0) out vec4 color;
void main() { vec2 texel = 1.0 / vec2(textureSize(colortex0, 0)); vec4 scene = texture(colortex0, texcoord);
float d_center = 1.0 - textureLod(depthtex0, texcoord, 0.0).r;
vec2 offsets[2] = vec2[]( vec2(texel.x, 0), vec2(texel.x * 3.0, 0) );
float gradients[4];
for(int i = 0; i < 2; i++) { float d_right = 1.0 - textureLod(depthtex0, texcoord + offsets[i], 0.0).r; float d_left = 1.0 - textureLod(depthtex0, texcoord - offsets[i], 0.0).r;
gradients[i] = abs(d_right - d_left) / (offsets[i].x * 2.0);
vec2 vertical_offset = vec2(0, offsets[i].x); float d_up = 1.0 - textureLod(depthtex0, texcoord + vertical_offset, 0.0).r; float d_down = 1.0 - textureLod(depthtex0, texcoord - vertical_offset, 0.0).r;
gradients[i + 2] = abs(d_up - d_down) / (vertical_offset.y * 2.0); }
float gradient_ratio_h = gradients[0] / (gradients[1] + 0.0001); float gradient_ratio_v = gradients[2] / (gradients[3] + 0.0001);
bool is_real_edge_h = gradient_ratio_h > 2.0; bool is_real_edge_v = gradient_ratio_v > 2.0;
float edge = 0.0;
if(is_real_edge_h || is_real_edge_v) { float max_gradient = max(gradients[0], gradients[2]); edge = max_gradient * 500.0; }
float depth_precision = 0.001 + d_center * 0.01; if(edge < depth_precision * 100.0) { edge = 0.0; }
float threshold = 0.15;
if(edge > threshold && (is_real_edge_h || is_real_edge_v)) { float edge_strength = clamp((edge - threshold) * 2.0, 0.0, 1.0);
vec4 color_up = texture(colortex0, texcoord + vec2(0, texel.y)); vec4 color_down = texture(colortex0, texcoord - vec2(0, texel.y)); vec4 color_left = texture(colortex0, texcoord - vec2(texel.x, 0)); vec4 color_right = texture(colortex0, texcoord + vec2(texel.x, 0));
vec4 avg_color = (color_up + color_down + color_left + color_right) * 0.25;
float neighbor_brightness = dot(avg_color.rgb, vec3(0.299, 0.587, 0.114));
float brightness_factor;
if(neighbor_brightness > 0.35) { // here we change the change threshold brightness_factor = 1.0 + edge_strength * 0.2; // we're changing it here brightens } else { brightness_factor = 1.0 - edge_strength * 0.2; // we're changing it here darkens }
color.rgb = scene.rgb * brightness_factor; color.a = scene.a;
} else { color = scene; } } ```