46 lines
946 B
GLSL
46 lines
946 B
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 float alpha;
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uniform bool doExpand;
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void search_outline(ivec2 uv, inout bool found_edge)
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{
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if (!found_edge) {
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vec4 color = texelFetch(outlineColor, uv, 0).rgba;
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if (color.a != 0.0) {
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if (doExpand || color.a != 1.0) {
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FragColor = color;
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found_edge = 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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FragColor = texelFetch(outlineColor, uv, 0).rgba;
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float depth = texelFetch(outlineDepth, uv, 0).r;
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if (FragColor.a != 0.0 || (depth == 1.0 && !doExpand))
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return;
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bool found_edge = false;
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search_outline(uv + ivec2( 1, 0), found_edge);
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search_outline(uv + ivec2( 0, 1), found_edge);
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search_outline(uv + ivec2(-1, 0), found_edge);
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search_outline(uv + ivec2( 0, -1), found_edge);
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/* We Hit something ! */
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if (found_edge) {
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/* only change alpha */
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FragColor.a *= alpha;
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}
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}
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