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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.glsl35
1 files changed, 26 insertions, 9 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 a7e68485b86..771b6bcdc2e 100644
--- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
@@ -40,8 +40,8 @@ void main()
#ifdef GL_ARB_texture_gather
vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
- vec2 uv1 = gl_FragCoord.xy * texel_size - texel_size;
- vec2 uv2 = gl_FragCoord.xy * texel_size;
+ vec2 uv1 = ceil(gl_FragCoord.xy) * texel_size - texel_size;
+ vec2 uv2 = ceil(gl_FragCoord.xy) * texel_size;
/* Samples order is CW starting from top left. */
uvec4 tmp1 = textureGather(outlineId, uv1);
@@ -52,19 +52,36 @@ void main()
#else
uvec4 id;
uint ref_id = texelFetch(outlineId, texel, 0).r;
- id.x = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r;
- id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r;
- id.z = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
- id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r;
+ id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
+ id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r;
+ id.z = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r;
+ id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r;
#endif
- float ref_depth = texelFetch(outlineDepth, texel, 0).r;
- float scene_depth = texelFetch(sceneDepth, texel, 0).r;
+ bool outline = any(notEqual(id, uvec4(ref_id)));
+
+ ivec2 depth_texel = texel;
+ /* If texel is an outline but has no valid id ...
+ * replace id and depth texel by a valid one.
+ * This keeps the outline thickness consistent everywhere. */
+ if (ref_id == 0u && outline) {
+ depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel;
+ depth_texel = (id.y != 0u) ? texel + ivec2( 0, -1) : depth_texel;
+ depth_texel = (id.z != 0u) ? texel + ivec2( 0, 1) : depth_texel;
+ depth_texel = (id.w != 0u) ? texel + ivec2( 1, 0) : depth_texel;
+
+ ref_id = (id.x != 0u) ? id.x : ref_id;
+ ref_id = (id.y != 0u) ? id.y : ref_id;
+ ref_id = (id.z != 0u) ? id.z : ref_id;
+ ref_id = (id.w != 0u) ? id.w : ref_id;
+ }
+
+ float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r;
+ float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r;
/* Avoid bad cases of zfighting for occlusion only. */
const float epsilon = 3.0 / 8388608.0;
bool occluded = (ref_depth > scene_depth + epsilon);
- bool outline = any(notEqual(id, uvec4(ref_id)));
FragColor = convert_id_to_color(int(ref_id));
FragColor.a *= (occluded) ? alphaOcclu : 1.0;