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Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl63
1 files changed, 63 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
new file mode 100644
index 00000000000..2321429fbf1
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
@@ -0,0 +1,63 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+/* ******************************************************************* */
+/* create rim and mask */
+/* ******************************************************************* */
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform vec2 Viewport;
+
+uniform int offset[2];
+uniform vec3 rim_color;
+uniform vec3 mask_color;
+
+uniform vec3 loc;
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixfactor;
+
+float defaultpixsize = pixsize * (1000.0 / pixfactor);
+vec2 noffset = vec2(offset[0], offset[1]);
+
+out vec4 FragColor;
+
+void main()
+{
+ vec2 uv = vec2(gl_FragCoord.xy);
+ vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+
+ float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
+ float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
+
+ float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
+ vec4 src_pixel= texelFetch(strokeColor, ivec2(uv.xy), 0);
+ vec4 offset_pixel= texelFetch(strokeColor, ivec2(uv.x - dx, uv.y - dy), 0);
+ vec4 outcolor;
+
+ /* is transparent */
+ if (src_pixel.a == 0.0f) {
+ discard;
+ }
+ /* check inside viewport */
+ else if ((uv.x - dx < 0) || (uv.x - dx > Viewport[0])) {
+ discard;
+ }
+ else if ((uv.y - dy < 0) || (uv.y - dy > Viewport[1])) {
+ discard;
+ }
+ /* pixel is equal to mask color, keep */
+ else if (src_pixel.rgb == mask_color.rgb) {
+ discard;
+ }
+ else {
+ if ((src_pixel.a > 0) && (offset_pixel.a > 0)) {
+ discard;
+ }
+ else {
+ outcolor = vec4(rim_color, 1.0);
+ }
+ }
+
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
+}