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#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
uniform usampler2D objectIdBuffer;
in vec4 uvcoordsvar;
out vec4 fragColor;
void main()
{
vec3 offset = vec3(world_data.viewport_size_inv, 0.0) * world_data.ui_scale;
vec2 uv = uvcoordsvar.st;
uint center_id = texture(objectIdBuffer, uv).r;
uvec4 adjacent_ids = uvec4(texture(objectIdBuffer, uv + offset.zy).r,
texture(objectIdBuffer, uv - offset.zy).r,
texture(objectIdBuffer, uv + offset.xz).r,
texture(objectIdBuffer, uv - offset.xz).r);
float outline_opacity = 1.0 - dot(vec4(equal(uvec4(center_id), adjacent_ids)), vec4(0.25));
fragColor = world_data.object_outline_color * outline_opacity;
}
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