diff options
Diffstat (limited to 'source/blender/draw/modes/shaders/object_outline_detect_frag.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/object_outline_detect_frag.glsl | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl new file mode 100644 index 00000000000..dc0ea938436 --- /dev/null +++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl @@ -0,0 +1,79 @@ + +in vec4 uvcoordsvar; + +out vec4 FragColor; + +uniform sampler2D outlineColor; +uniform sampler2D outlineDepth; +uniform sampler2D sceneDepth; + +uniform float alphaOcclu; +uniform vec2 viewportSize; + +void search_outline(ivec2 uv, vec4 ref_col, inout bool ref_occlu, inout bool outline) +{ + if (!outline) { + vec4 color = texelFetch(outlineColor, uv, 0).rgba; + if (color != ref_col) { + outline = true; + } + else { + float depth = texelFetch(outlineDepth, uv, 0).r; + float scene_depth = texelFetch(sceneDepth, uv, 0).r; + bool occlu = (depth > scene_depth); + + if (occlu != ref_occlu && !ref_occlu) { + outline = true; + } + } + } +} + +void main() +{ + ivec2 uv = ivec2(gl_FragCoord.xy); + + vec4 color[4]; + /* Idea : Use a 16bit ID to identify the color + * and store the colors in a UBO. And fetch all ids + * for discontinuity check with one textureGather \o/ */ + vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba; + 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; + + /* TODO GATHER */ + vec4 depths; + float depth = texelFetch(outlineDepth, uv, 0).r; + depths.x = texelFetchOffset(outlineDepth, uv, 0, ivec2( 1, 0)).r; + depths.y = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, 1)).r; + depths.z = texelFetchOffset(outlineDepth, uv, 0, ivec2(-1, 0)).r; + depths.w = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, -1)).r; + + vec4 scene_depths; + float scene_depth = texelFetch(sceneDepth, uv, 0).r; + scene_depths.x = texelFetchOffset(sceneDepth, uv, 0, ivec2( 1, 0)).r; + scene_depths.y = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, 1)).r; + scene_depths.z = texelFetchOffset(sceneDepth, uv, 0, ivec2(-1, 0)).r; + scene_depths.w = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, -1)).r; + + bool ref_occlu = (depth > scene_depth); + bool outline = false; + +#if 1 + bvec4 occlu = (!ref_occlu) ? notEqual(greaterThan(depths, scene_depths), bvec4(ref_occlu)) : bvec4(false); + outline = (!outline) ? (color[0] != ref_col) || occlu.x : true; + outline = (!outline) ? (color[1] != ref_col) || occlu.y : true; + outline = (!outline) ? (color[2] != ref_col) || occlu.z : true; + outline = (!outline) ? (color[3] != ref_col) || occlu.w : true; +#else + search_outline(uv + ivec2( 1, 0), ref_col, ref_occlu, outline); + search_outline(uv + ivec2( 0, 1), ref_col, ref_occlu, outline); + search_outline(uv + ivec2(-1, 0), ref_col, ref_occlu, outline); + search_outline(uv + ivec2( 0, -1), ref_col, ref_occlu, outline); +#endif + + FragColor = ref_col; + FragColor.a *= (outline) ? (ref_occlu) ? alphaOcclu : 1.0 : 0.0; +} |