in vec4 uvcoordsvar; out vec4 FragColor; uniform sampler2D outlineColor; uniform sampler2D outlineDepth; uniform float alpha; uniform bool doExpand; void main() { ivec2 uv = ivec2(gl_FragCoord.xy); FragColor = texelFetch(outlineColor, uv, 0).rgba; float depth = texelFetch(outlineDepth, uv, 0).r; vec4 color[4]; color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba; color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba; color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba; color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba; vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a); bool is_blank_pixel = !(FragColor.a != 0.0 || (depth == 1.0 && !doExpand)); vec4 tests = vec4(is_blank_pixel); tests *= step(vec4(1e-6), values); /* (color.a != 0.0) */ tests *= (doExpand) ? vec4(1.0) : step(values, vec4(0.999)); /* (doExpand || color.a != 1.0) */ bvec4 btests = equal(tests, vec4(1.0)); FragColor = (btests.x) ? color[0] : FragColor; FragColor = (btests.y) ? color[1] : FragColor; FragColor = (btests.z) ? color[2] : FragColor; FragColor = (btests.w) ? color[3] : FragColor; FragColor *= (is_blank_pixel) ? alpha : 1.0; }