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).
39 lines
1.2 KiB
GLSL
39 lines
1.2 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 float alpha;
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uniform bool doExpand;
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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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vec4 color[4];
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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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vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
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bool is_blank_pixel = !(FragColor.a != 0.0 || (depth == 1.0 && !doExpand));
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vec4 tests = vec4(is_blank_pixel);
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tests *= step(vec4(1e-6), values); /* (color.a != 0.0) */
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tests *= (doExpand) ? vec4(1.0) : step(values, vec4(0.999)); /* (doExpand || color.a != 1.0) */
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bvec4 btests = equal(tests, vec4(1.0));
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FragColor = (btests.x) ? color[0] : FragColor;
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FragColor = (btests.y) ? color[1] : FragColor;
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FragColor = (btests.z) ? color[2] : FragColor;
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FragColor = (btests.w) ? color[3] : FragColor;
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FragColor *= (is_blank_pixel) ? alpha : 1.0;
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}
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