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 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; 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; FragColor.a *= (outline) ? (ref_occlu) ? alphaOcclu : 1.0 : 0.0; }