in vec4 uvcoordsvar; out vec4 FragColor; uniform usampler2D outlineId; uniform sampler2D outlineDepth; uniform sampler2D sceneDepth; uniform int idOffsets[4]; uniform float alphaOcclu; uniform vec2 viewportSize; vec4 convert_id_to_color(int id) { if (id == 0) { return vec4(0.0); } if (id < idOffsets[1]) { return colorActive; } else if (id < idOffsets[2]) { return colorSelect; } else if (id < idOffsets[3]) { return colorDupliSelect; } else { return colorTransform; } } void main() { ivec2 texel = ivec2(gl_FragCoord.xy); #ifdef GPU_ARB_texture_gather vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy); vec2 uv = ceil(gl_FragCoord.xy) * texel_size; /* Samples order is CW starting from top left. */ uvec4 tmp1 = textureGather(outlineId, uv - texel_size); uvec4 tmp2 = textureGather(outlineId, uv); uint ref_id = tmp1.y; uvec4 id = uvec4(tmp1.xz, tmp2.xz); #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(0, 1)).r; id.w = texelFetchOffset(outlineId, texel, 0, ivec2(1, 0)).r; #endif #ifdef WIRE /* We want only 2px outlines. */ /* TODO optimize, don't sample if we don't need to. */ id.xy = uvec2(ref_id); #endif 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); FragColor = convert_id_to_color(int(ref_id)); FragColor.a *= (occluded) ? alphaOcclu : 1.0; FragColor.a = (outline) ? FragColor.a : 0.0; }