This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl

49 lines
1.1 KiB
GLSL
Raw Normal View History

2017-03-21 19:29:58 +01:00
in vec4 uvcoordsvar;
out vec4 FragColor;
uniform sampler2D outlineColor;
uniform sampler2D outlineDepth;
uniform sampler2D sceneDepth;
uniform float alphaOcclu;
void search_outline(ivec2 uv, ivec2 offset, vec4 ref_col, inout bool outline)
{
if (!outline) {
vec4 color = texelFetchOffset(outlineColor, uv, 0, offset).rgba;
if (color != ref_col) {
outline = true;
}
}
}
void main()
{
ivec2 uv = ivec2(gl_FragCoord.xy);
vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba;
bool outline = false;
search_outline(uv, ivec2( 1, 0), ref_col, outline);
search_outline(uv, ivec2( 0, 1), ref_col, outline);
search_outline(uv, ivec2(-1, 0), ref_col, outline);
search_outline(uv, ivec2( 0, -1), ref_col, outline);
/* We Hit something ! */
if (outline) {
FragColor = ref_col;
/* Modulate color if occluded */
float depth = texelFetch(outlineDepth, uv, 0).r;
float scene_depth = texelFetch(sceneDepth, uv, 0).r;
/* TODO bias in linear depth not exponential */
if (depth > scene_depth) {
FragColor.a *= alphaOcclu;
}
}
else {
FragColor = vec4(0.0);
}
}