uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrix; uniform sampler2D strokeColor; uniform sampler2D strokeDepth; uniform int blur[2]; uniform vec3 loc; uniform float pixsize; /* rv3d->pixsize */ uniform float pixelsize; /* U.pixelsize */ uniform float pixfactor; float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor); vec2 noffset = vec2(blur[0], blur[1]); out vec4 FragColor; void main() { ivec2 uv = ivec2(gl_FragCoord.xy); vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize); float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize); /* apply blurring, using a 9-tap filter with predefined gaussian weights */ /* depth */ float outdepth = 0; outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0).r * 0.0947416; outdepth += texelFetch(strokeDepth, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0).r * 0.118318; outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0).r * 0.0947416; outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0).r * 0.118318; outdepth += texelFetch(strokeDepth, ivec2(uv.x, uv.y), 0).r * 0.147761; outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0).r * 0.118318; outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0).r * 0.0947416; outdepth += texelFetch(strokeDepth, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0).r * 0.118318; outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0).r * 0.0947416; gl_FragDepth = outdepth; /* color */ vec4 outcolor = vec4(0.0); outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416; outcolor += texelFetch(strokeColor, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0) * 0.118318; outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416; outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318; outcolor += texelFetch(strokeColor, ivec2(uv.x, uv.y), 0) * 0.147761; outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318; outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416; outcolor += texelFetch(strokeColor, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0) * 0.118318; outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416; FragColor = clamp(outcolor, 0, 1.0); }