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 | 42 |
1 files changed, 30 insertions, 12 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 index 5565a0f1e09..dc0ea938436 100644 --- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl +++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl @@ -32,30 +32,48 @@ void search_outline(ivec2 uv, vec4 ref_col, inout bool ref_occlu, inout bool out 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; - /* Modulate color if occluded */ + 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; - - /* We Hit something ! */ - if (outline) { - if (ref_occlu) { - FragColor.a *= alphaOcclu; - } - } - else { - FragColor.a = 0.0; - } + FragColor.a *= (outline) ? (ref_occlu) ? alphaOcclu : 1.0 : 0.0; } |