Base outline is 2px wide (because of how we detect them). And since inflating this outline will only produce outlines that are 2*x thick we map the UI scalling and the outline width setting to the closest match. Do note that thicker outlines have a performance cost since they need more texture fetches and passes. This fixes T60252 3D View Outline Width not working
52 lines
1.4 KiB
GLSL
52 lines
1.4 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 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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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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vec4 tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
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bvec4 btests = equal(tests, vec4(1.0));
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if (FragColor.a != 0.0) {
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return;
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}
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#ifdef LARGE_OUTLINE
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if (!any(btests)) {
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color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 2, 0)).rgba;
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color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 2)).rgba;
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color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-2, 0)).rgba;
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color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -2)).rgba;
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values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
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tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
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btests = equal(tests, vec4(1.0));
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}
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#endif
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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.a *= (!doExpand) ? 0.0 : 1.0;
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}
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