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blender-archive/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
Clément Foucault 10ce4719d4 Object Mode: Outlines: Make outline thinner.
This is by default. We can still enable the thicker outlines for high dpi
screens or personnal preference but it's not used atm. This also improve
the performance removing 1/3 of the outline cost.
2018-04-18 11:34:53 +02:00

90 lines
2.4 KiB
GLSL

in vec4 uvcoordsvar;
out vec4 FragColor;
uniform usampler2D outlineId;
uniform sampler2D outlineDepth;
uniform sampler2D sceneDepth;
uniform int idOffsets[5];
uniform float alphaOcclu;
uniform vec2 viewportSize;
vec4 convert_id_to_color(int id)
{
if (id == 0) {
return vec4(0.0);
}
if (id < idOffsets[1]) {
return colorActive;
}
else if (id < idOffsets[2]) {
return colorGroupActive;
}
else if (id < idOffsets[3]) {
return colorSelect;
}
else if (id < idOffsets[4]) {
return colorGroup;
}
else {
return colorTransform;
}
}
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
#ifdef GL_ARB_texture_gather
vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
vec2 uv1 = ceil(gl_FragCoord.xy) * texel_size - texel_size;
vec2 uv2 = ceil(gl_FragCoord.xy) * texel_size;
/* Samples order is CW starting from top left. */
uvec4 tmp1 = textureGather(outlineId, uv1);
uvec4 tmp2 = textureGather(outlineId, uv2);
uint ref_id = tmp1.y;
uvec4 id = uvec4(tmp1.xz, tmp2.xz);
#else
uvec4 id;
uint ref_id = texelFetch(outlineId, texel, 0).r;
id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r;
id.z = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r;
id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r;
#endif
bool outline = any(notEqual(id, uvec4(ref_id)));
ivec2 depth_texel = texel;
/* If texel is an outline but has no valid id ...
* replace id and depth texel by a valid one.
* This keeps the outline thickness consistent everywhere. */
if (ref_id == 0u && outline) {
depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel;
depth_texel = (id.y != 0u) ? texel + ivec2( 0, -1) : depth_texel;
depth_texel = (id.z != 0u) ? texel + ivec2( 0, 1) : depth_texel;
depth_texel = (id.w != 0u) ? texel + ivec2( 1, 0) : depth_texel;
ref_id = (id.x != 0u) ? id.x : ref_id;
ref_id = (id.y != 0u) ? id.y : ref_id;
ref_id = (id.z != 0u) ? id.z : ref_id;
ref_id = (id.w != 0u) ? id.w : ref_id;
}
float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r;
float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r;
/* Avoid bad cases of zfighting for occlusion only. */
const float epsilon = 3.0 / 8388608.0;
bool occluded = (ref_depth > scene_depth + epsilon);
FragColor = convert_id_to_color(int(ref_id));
FragColor.a *= (occluded) ? alphaOcclu : 1.0;
FragColor.a = (outline) ? FragColor.a : 0.0;
}