diff options
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.glsl | 64 |
1 files changed, 64 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..fe35d3832e1 --- /dev/null +++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl @@ -0,0 +1,64 @@ +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 pixelsize; /* U.pixelsize */ +uniform float pixfactor; + +float defaultpixsize = pixsize * pixelsize * (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; +} |