89 lines
2.4 KiB
GLSL
89 lines
2.4 KiB
GLSL
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in vec4 uvcoordsvar;
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out vec4 FragColor;
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uniform usampler2D outlineId;
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uniform sampler2D outlineDepth;
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uniform sampler2D sceneDepth;
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uniform int idOffsets[3];
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uniform float alphaOcclu;
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uniform vec2 viewportSize;
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vec4 convert_id_to_color(int id)
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{
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if (id == 0) {
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return vec4(0.0);
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}
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if (id < idOffsets[1]) {
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return colorActive;
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}
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else if (id < idOffsets[2]) {
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return colorSelect;
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}
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else {
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return colorTransform;
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}
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}
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void main()
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{
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ivec2 texel = ivec2(gl_FragCoord.xy);
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#ifdef GL_ARB_texture_gather
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vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
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vec2 uv = ceil(gl_FragCoord.xy) * texel_size;
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/* Samples order is CW starting from top left. */
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uvec4 tmp1 = textureGather(outlineId, uv - texel_size);
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uvec4 tmp2 = textureGather(outlineId, uv);
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uint ref_id = tmp1.y;
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uvec4 id = uvec4(tmp1.xz, tmp2.xz);
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#else
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uvec4 id;
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uint ref_id = texelFetch(outlineId, texel, 0).r;
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id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
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id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r;
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id.z = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r;
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id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r;
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#endif
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#ifdef WIRE
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/* We want only 2px outlines. */
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/* TODO optimize, don't sample if we don't need to. */
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id.xy = uvec2(ref_id);
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#endif
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bool outline = any(notEqual(id, uvec4(ref_id)));
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ivec2 depth_texel = texel;
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/* If texel is an outline but has no valid id ...
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* replace id and depth texel by a valid one.
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* This keeps the outline thickness consistent everywhere. */
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if (ref_id == 0u && outline) {
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depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel;
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depth_texel = (id.y != 0u) ? texel + ivec2( 0, -1) : depth_texel;
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depth_texel = (id.z != 0u) ? texel + ivec2( 0, 1) : depth_texel;
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depth_texel = (id.w != 0u) ? texel + ivec2( 1, 0) : depth_texel;
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ref_id = (id.x != 0u) ? id.x : ref_id;
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ref_id = (id.y != 0u) ? id.y : ref_id;
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ref_id = (id.z != 0u) ? id.z : ref_id;
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ref_id = (id.w != 0u) ? id.w : ref_id;
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}
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float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r;
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float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r;
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/* Avoid bad cases of zfighting for occlusion only. */
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const float epsilon = 3.0 / 8388608.0;
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bool occluded = (ref_depth > scene_depth + epsilon);
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FragColor = convert_id_to_color(int(ref_id));
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FragColor.a *= (occluded) ? alphaOcclu : 1.0;
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FragColor.a = (outline) ? FragColor.a : 0.0;
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}
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