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blender-archive/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl

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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 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;
}
}