in vec4 uvcoordsvar; out vec4 FragColor; uniform sampler2D outlineColor; uniform sampler2D outlineDepth; uniform sampler2D sceneDepth; uniform float alphaOcclu; uniform vec2 viewportSize; void search_outline(ivec2 uv, vec4 ref_col, inout bool ref_occlu, inout bool outline) { if (!outline) { vec4 color = texelFetch(outlineColor, uv, 0).rgba; if (color != ref_col) { outline = true; } else { float depth = texelFetch(outlineDepth, uv, 0).r; float scene_depth = texelFetch(sceneDepth, uv, 0).r; bool occlu = (depth > scene_depth); if (occlu != ref_occlu && !ref_occlu) { outline = true; } } } } void main() { ivec2 uv = ivec2(gl_FragCoord.xy); vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba; float depth = texelFetch(outlineDepth, uv, 0).r; /* Modulate color if occluded */ float scene_depth = texelFetch(sceneDepth, uv, 0).r; bool ref_occlu = (depth > scene_depth); bool outline = false; search_outline(uv + ivec2( 1, 0), ref_col, ref_occlu, outline); search_outline(uv + ivec2( 0, 1), ref_col, ref_occlu, outline); search_outline(uv + ivec2(-1, 0), ref_col, ref_occlu, outline); search_outline(uv + ivec2( 0, -1), ref_col, ref_occlu, outline); FragColor = ref_col; /* We Hit something ! */ if (outline) { if (ref_occlu) { FragColor.a *= alphaOcclu; } } else { FragColor.a = 0.0; } }