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uniform usampler2D objectId;
uniform vec2 invertedViewportSize;
out vec4 fragColor;
layout(std140) uniform world_block {
WorldData world_data;
};
void main()
{
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
vec3 background = background_color(world_data, uv_viewport.y);
#ifndef V3D_SHADING_OBJECT_OUTLINE
fragColor = vec4(background, world_data.background_alpha);
#else /* !V3D_SHADING_OBJECT_OUTLINE */
ivec2 texel = ivec2(gl_FragCoord.xy);
uint object_id = texelFetch(objectId, texel, 0).r;
float object_outline = calculate_object_outline(objectId, texel, object_id);
if (object_outline == 0.0) {
fragColor = vec4(background, world_data.background_alpha);
}
else {
/* Do correct alpha blending. */
vec4 background_color = vec4(background, 1.0) * world_data.background_alpha;
vec4 outline_color = vec4(world_data.object_outline_color.rgb, 1.0);
fragColor = mix(outline_color, background_color, object_outline);
fragColor = vec4(fragColor.rgb / max(1e-8, fragColor.a), fragColor.a);
}
#endif /* !V3D_SHADING_OBJECT_OUTLINE */
}
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