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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.glsl42
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;
}