I would like to display arbitrary 3d meshes with black edges (black outline, black ridges, etc.). Thereby I have created two different textures: One color texture and one anti-aliased edge texture.
Here is an example of the color texture:
And the the corresponding edge texture:
Now I'd like to merge both textures. The edge texture has a white background with black/grey edges. I used fxaa, therefore some pixels are grey.
My question: How can I combine (blend) both textures correctly? And do I have to apply fxaa for the color texture, too?
EDIT: For completeness, here's the fxaa-shader code:
#version 330 core
in vec2 texPos;
out vec4 color;
uniform sampler2D colorTexture;
uniform float rt_w;
uniform float rt_h;
vec4 PostFX(sampler2D tex);
vec3 FxaaPixelShader(sampler2D tex, vec2 rcpFrame);
void main()
{
color = PostFX(colorTexture);
//color = texelFetch(colorTexture, ivec2(gl_FragCoord), 0 );
}
vec4 PostFX(sampler2D tex)
{
vec4 c = vec4(0.0);
vec2 rcpFrame = vec2(1.0/rt_w, 1.0/rt_h);
c.rgb = FxaaPixelShader(tex, rcpFrame);
c.a = 1.0;
return c;
}
vec3 FxaaPixelShader(
sampler2D tex, // Input texture.
vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
{
/*---------------------------------------------------------*/
#define FXAA_REDUCE_MIN (1.0/128.0)
#define FXAA_REDUCE_MUL (1.0/8.0)
#define FXAA_SPAN_MAX 8.0
/*---------------------------------------------------------*/
vec3 rgbNW = texture(tex, vec2(texPos) + (vec2(-1,-1) * rcpFrame.xy)).xyz;
vec3 rgbNE = texture(tex, vec2(texPos) + (vec2(1,-1) * rcpFrame.xy)).xyz;
vec3 rgbSW = texture(tex, vec2(texPos)+ (vec2(-1,1) * rcpFrame.xy)).xyz;
vec3 rgbSE = texture(tex, vec2(texPos) + (vec2(1,1) * rcpFrame.xy)).xyz;
vec3 rgbM = texture(tex, vec2(texPos)).xyz;
/*---------------------------------------------------------*/
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
/*---------------------------------------------------------*/
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
/*---------------------------------------------------------*/
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
/*---------------------------------------------------------*/
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * rcpFrame.xy;
/*--------------------------------------------------------*/
vec3 rgbA = (1.0/2.0) * (
texture(tex, texPos.xy + dir * (1.0/3.0 - 0.5)).xyz +
texture(tex, texPos.xy + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture(tex, texPos.xy + dir * (0.0/3.0 - 0.5)).xyz +
texture(tex, texPos.xy + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
return rgbB;
}


combinedColor = mix(sceneColor, edgeColor, edgeOpacity * (1. - edgeRGB.r));. – Julien Guertault Aug 22 '16 at 03:17edgeOpacityis meant to be a parameter between 0 (no edges at all) and 1 (opaque edges) that you choose to your liking. – Julien Guertault Aug 22 '16 at 14:08