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blender-archive/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
Clément Foucault 209afa28c6 Object Mode: Outlines: Add support for thicker outline
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
2019-01-14 18:33:07 +01:00

52 lines
1.4 KiB
GLSL

in vec4 uvcoordsvar;
out vec4 FragColor;
uniform sampler2D outlineColor;
uniform float alpha;
uniform bool doExpand;
void main()
{
ivec2 uv = ivec2(gl_FragCoord.xy);
FragColor = texelFetch(outlineColor, uv, 0).rgba;
vec4 color[4];
color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba;
color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba;
color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
vec4 tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
bvec4 btests = equal(tests, vec4(1.0));
if (FragColor.a != 0.0) {
return;
}
#ifdef LARGE_OUTLINE
if (!any(btests)) {
color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 2, 0)).rgba;
color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 2)).rgba;
color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-2, 0)).rgba;
color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -2)).rgba;
values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
btests = equal(tests, vec4(1.0));
}
#endif
FragColor = (btests.x) ? color[0] : FragColor;
FragColor = (btests.y) ? color[1] : FragColor;
FragColor = (btests.z) ? color[2] : FragColor;
FragColor = (btests.w) ? color[3] : FragColor;
FragColor.a *= (!doExpand) ? 0.0 : 1.0;
}