void DepthOutline(inout float z, sampler2D depthtex) { float ph = ceil(viewHeight / 1440.0) / viewHeight; float pw = ph / aspectRatio; int sampleCount = viewHeight >= 720.0 ? 12 : 4; #ifdef RETRO_FILTER ph = RETRO_FILTER_SIZE / viewHeight; pw = ph / aspectRatio; sampleCount = 4; #endif for (int i = 0; i < sampleCount; i++) { vec2 offset = vec2(pw, ph) * outlineOffsets[i]; for (int j = 0; j < 2; j++) { z = min(z, texture2D(depthtex, texCoord + offset).r); offset = -offset; } } }