"Pirate" Fps, Rpg, Adventure, Survival.

Hey, I used an outline filter in a game once

uniform sampler2D bgl_RenderedTexture;
uniform sampler2D bgl_DepthTexture;
uniform vec2 bgl_TextureCoordinateOffset[9];

const float near = 0.1;
const float far = 100.0;

float depth(in vec2 coo)
{
 vec4 depth =  texture2D(bgl_DepthTexture, coo);
 return -near / (-1.0+float(depth) * ((far-near)/far));
}

void main(void)
{


    vec4 sample[9];
    vec4 border;
    vec4 texcol = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);



    for (int i = 0; i < 9; i++)
    {
        sample[i] = vec4(depth(gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i])); 
    }

    vec4 horizEdge = sample[2] + sample[5] + sample[8] -
                     (sample[0] + sample[3] + sample[6]);

    vec4 vertEdge = sample[0] + sample[1] + sample[2] -
                    (sample[6] + sample[7] + sample[8]);

    border.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) + 
                            (vertEdge.rgb * vertEdge.rgb));

       if (border.r > 0.8||border.g > 0.8||border.b > 0.8){
        gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
    }else{
  gl_FragColor.rgb = texcol.rgb;
        gl_FragColor.a = 1.0;
    }
}

This is the code. Using it should give you the same effect as before!
Nice project btw! Keep going