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blender-archive/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl

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in vec4 uvcoordsvar;
out vec4 FragColor;
uniform usampler2D outlineId;
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uniform sampler2D outlineDepth;
uniform sampler2D sceneDepth;
uniform int idOffsets[5];
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uniform float alphaOcclu;
uniform vec2 viewportSize;
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vec4 convert_id_to_color(int id)
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{
if (id == 0) {
return vec4(0.0);
}
if (id < idOffsets[1]) {
return colorActive;
}
else if (id < idOffsets[2]) {
return colorGroupActive;
}
else if (id < idOffsets[3]) {
return colorSelect;
}
else if (id < idOffsets[4]) {
return colorGroup;
}
else {
return colorTransform;
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}
}
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
#ifdef GL_ARB_texture_gather
vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
vec2 uv1 = floor(gl_FragCoord.xy) * texel_size - texel_size;
vec2 uv2 = floor(gl_FragCoord.xy) * texel_size;
/* Samples order is CW starting from top left. */
uvec4 tmp1 = textureGather(outlineId, uv1);
uvec4 tmp2 = textureGather(outlineId, uv2);
uint ref_id = tmp1.y;
uvec4 id = uvec4(tmp1.xz, tmp2.xz);
#else
uvec4 id;
uint ref_id = texelFetch(outlineId, texel, 0).r;
id.x = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r;
id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r;
id.z = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r;
#endif
float ref_depth = texelFetch(outlineDepth, texel, 0).r;
float scene_depth = texelFetch(sceneDepth, texel, 0).r;
/* Avoid bad cases of zfighting for occlusion only. */
const float epsilon = 3.0 / 8388608.0;
bool occluded = (ref_depth > scene_depth + epsilon);
bool outline = any(notEqual(id, uvec4(ref_id)));
FragColor = convert_id_to_color(int(ref_id));
FragColor.a *= (occluded) ? alphaOcclu : 1.0;
FragColor.a = (outline) ? FragColor.a : 0.0;
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}