in vec4 uvcoordsvar; out vec4 FragColor; uniform usampler2D outlineId; uniform sampler2D outlineDepth; uniform sampler2D sceneDepth; uniform int idOffsets[5]; uniform float alphaOcclu; uniform vec2 viewportSize; vec4 convert_id_to_color(int id) { 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; } } 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; }