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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.glsl61
1 files changed, 61 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..5565a0f1e09
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
@@ -0,0 +1,61 @@
+
+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 ref_col = texelFetch(outlineColor, uv, 0).rgba;
+
+ float depth = texelFetch(outlineDepth, uv, 0).r;
+ /* Modulate color if occluded */
+ float scene_depth = texelFetch(sceneDepth, uv, 0).r;
+
+ bool ref_occlu = (depth > scene_depth);
+
+ bool outline = false;
+
+ 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);
+
+ FragColor = ref_col;
+
+ /* We Hit something ! */
+ if (outline) {
+ if (ref_occlu) {
+ FragColor.a *= alphaOcclu;
+ }
+ }
+ else {
+ FragColor.a = 0.0;
+ }
+}