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uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
/* ******************************************************************* */
/* create rim and mask */
/* ******************************************************************* */
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform vec2 Viewport;
uniform int offset[2];
uniform vec3 rim_color;
uniform vec3 mask_color;
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(offset[0], offset[1]);
out vec4 FragColor;
void main()
{
vec2 uv = vec2(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);
float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
vec4 src_pixel= texelFetch(strokeColor, ivec2(uv.xy), 0);
vec4 offset_pixel= texelFetch(strokeColor, ivec2(uv.x - dx, uv.y - dy), 0);
vec4 outcolor;
/* is transparent */
if (src_pixel.a == 0.0f) {
discard;
}
/* check inside viewport */
else if ((uv.x - dx < 0) || (uv.x - dx > Viewport[0])) {
discard;
}
else if ((uv.y - dy < 0) || (uv.y - dy > Viewport[1])) {
discard;
}
/* pixel is equal to mask color, keep */
else if (src_pixel.rgb == mask_color.rgb) {
discard;
}
else {
if ((src_pixel.a > 0) && (offset_pixel.a > 0)) {
discard;
}
else {
outcolor = vec4(rim_color, 1.0);
}
}
gl_FragDepth = stroke_depth;
FragColor = outcolor;
}
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