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