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blender-archive/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
Clément Foucault 2ba11d72a2 Object Mode Engine: Optimize outline passes.
Group texture fetches to hide latency. 3.2ms -> 2.2ms (constant time improvement, not depending on scene complexity)

Could optimize further with textureGather (require OpenGL 4.0).
2017-08-10 15:43:48 +02:00

80 lines
2.7 KiB
GLSL

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 color[4];
/* Idea : Use a 16bit ID to identify the color
* and store the colors in a UBO. And fetch all ids
* for discontinuity check with one textureGather \o/ */
vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba;
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;
/* TODO GATHER */
vec4 depths;
float depth = texelFetch(outlineDepth, uv, 0).r;
depths.x = texelFetchOffset(outlineDepth, uv, 0, ivec2( 1, 0)).r;
depths.y = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, 1)).r;
depths.z = texelFetchOffset(outlineDepth, uv, 0, ivec2(-1, 0)).r;
depths.w = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, -1)).r;
vec4 scene_depths;
float scene_depth = texelFetch(sceneDepth, uv, 0).r;
scene_depths.x = texelFetchOffset(sceneDepth, uv, 0, ivec2( 1, 0)).r;
scene_depths.y = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, 1)).r;
scene_depths.z = texelFetchOffset(sceneDepth, uv, 0, ivec2(-1, 0)).r;
scene_depths.w = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, -1)).r;
bool ref_occlu = (depth > scene_depth);
bool outline = false;
#if 1
bvec4 occlu = (!ref_occlu) ? notEqual(greaterThan(depths, scene_depths), bvec4(ref_occlu)) : bvec4(false);
outline = (!outline) ? (color[0] != ref_col) || occlu.x : true;
outline = (!outline) ? (color[1] != ref_col) || occlu.y : true;
outline = (!outline) ? (color[2] != ref_col) || occlu.z : true;
outline = (!outline) ? (color[3] != ref_col) || occlu.w : true;
#else
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);
#endif
FragColor = ref_col;
FragColor.a *= (outline) ? (ref_occlu) ? alphaOcclu : 1.0 : 0.0;
}