float curvature_soft_clamp(float curvature, float control) { if (curvature < 0.5 / control) { return curvature * (1.0 - curvature * control); } return 0.25 / control; } void curvature_compute(vec2 uv, usampler2D objectIdBuffer, sampler2D normalBuffer, out float curvature) { curvature = 0.0; vec3 offset = vec3(world_data.viewport_size_inv, 0.0) * world_data.ui_scale; uint object_up = texture(objectIdBuffer, uv + offset.zy).r; uint object_down = texture(objectIdBuffer, uv - offset.zy).r; uint object_right = texture(objectIdBuffer, uv + offset.xz).r; uint object_left = texture(objectIdBuffer, uv - offset.xz).r; /* Remove object outlines. */ if ((object_up != object_down) || (object_right != object_left)) { return; } /* Avoid shading background pixels. */ if ((object_up == object_right) && (object_right == 0u)) { return; } float normal_up = workbench_normal_decode(texture(normalBuffer, uv + offset.zy)).g; float normal_down = workbench_normal_decode(texture(normalBuffer, uv - offset.zy)).g; float normal_right = workbench_normal_decode(texture(normalBuffer, uv + offset.xz)).r; float normal_left = workbench_normal_decode(texture(normalBuffer, uv - offset.xz)).r; float normal_diff = (normal_up - normal_down) + (normal_right - normal_left); if (normal_diff < 0) { curvature = -2.0 * curvature_soft_clamp(-normal_diff, world_data.curvature_valley); } else { curvature = 2.0 * curvature_soft_clamp(normal_diff, world_data.curvature_ridge); } }