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).
80 lines
2.7 KiB
GLSL
80 lines
2.7 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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uniform vec2 viewportSize;
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void search_outline(ivec2 uv, vec4 ref_col, inout bool ref_occlu, inout bool outline)
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{
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if (!outline) {
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vec4 color = texelFetch(outlineColor, uv, 0).rgba;
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if (color != ref_col) {
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outline = true;
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}
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else {
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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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bool occlu = (depth > scene_depth);
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if (occlu != ref_occlu && !ref_occlu) {
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outline = true;
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}
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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 color[4];
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/* Idea : Use a 16bit ID to identify the color
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* and store the colors in a UBO. And fetch all ids
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* for discontinuity check with one textureGather \o/ */
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vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba;
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color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba;
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color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba;
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color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
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color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
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/* TODO GATHER */
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vec4 depths;
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float depth = texelFetch(outlineDepth, uv, 0).r;
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depths.x = texelFetchOffset(outlineDepth, uv, 0, ivec2( 1, 0)).r;
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depths.y = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, 1)).r;
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depths.z = texelFetchOffset(outlineDepth, uv, 0, ivec2(-1, 0)).r;
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depths.w = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, -1)).r;
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vec4 scene_depths;
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float scene_depth = texelFetch(sceneDepth, uv, 0).r;
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scene_depths.x = texelFetchOffset(sceneDepth, uv, 0, ivec2( 1, 0)).r;
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scene_depths.y = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, 1)).r;
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scene_depths.z = texelFetchOffset(sceneDepth, uv, 0, ivec2(-1, 0)).r;
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scene_depths.w = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, -1)).r;
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bool ref_occlu = (depth > scene_depth);
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bool outline = false;
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#if 1
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bvec4 occlu = (!ref_occlu) ? notEqual(greaterThan(depths, scene_depths), bvec4(ref_occlu)) : bvec4(false);
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outline = (!outline) ? (color[0] != ref_col) || occlu.x : true;
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outline = (!outline) ? (color[1] != ref_col) || occlu.y : true;
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outline = (!outline) ? (color[2] != ref_col) || occlu.z : true;
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outline = (!outline) ? (color[3] != ref_col) || occlu.w : true;
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#else
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search_outline(uv + ivec2( 1, 0), ref_col, ref_occlu, outline);
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search_outline(uv + ivec2( 0, 1), ref_col, ref_occlu, outline);
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search_outline(uv + ivec2(-1, 0), ref_col, ref_occlu, outline);
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search_outline(uv + ivec2( 0, -1), ref_col, ref_occlu, outline);
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#endif
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FragColor = ref_col;
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FragColor.a *= (outline) ? (ref_occlu) ? alphaOcclu : 1.0 : 0.0;
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}
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