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uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
/* ******************************************************************* */
/* create glow mask */
/* ******************************************************************* */
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform vec3 glow_color;
uniform vec3 select_color;
uniform float threshold;
uniform int mode;
out vec4 FragColor;
#define MODE_LUMINANCE 0
#define MODE_COLOR 1
/* calc luminance */
float luma( vec3 color ) {
/* the color is linear, so do not apply tonemapping */
return (color.r + color.g + color.b) / 3.0;
}
bool check_color(vec3 color_a, vec3 color_b)
{
/* need round the number to avoid precision errors */
if ((floor(color_a.r * 100) == floor(color_b.r * 100)) &&
(floor(color_a.g * 100) == floor(color_b.g * 100)) &&
(floor(color_a.b * 100) == floor(color_b.b * 100)))
{
return true;
}
return false;
}
void main()
{
vec2 uv = vec2(gl_FragCoord.xy);
float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
vec4 src_pixel= texelFetch(strokeColor, ivec2(uv.xy), 0);
vec4 outcolor;
/* is transparent */
if (src_pixel.a == 0.0f) {
discard;
}
if (mode == MODE_LUMINANCE) {
if (luma(src_pixel.rgb) < threshold) {
discard;
}
}
else if (mode == MODE_COLOR) {
if (!check_color(src_pixel.rgb, select_color.rgb)) {
discard;
}
}
else {
discard;
}
gl_FragDepth = stroke_depth;
FragColor = vec4(glow_color.rgb, 1.0);
}
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