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out vec4 fragColor;
uniform usampler2D objectId;
uniform sampler2D transparentAccum;
uniform sampler2D transparentRevealage;
uniform vec2 invertedViewportSize;
layout(std140) uniform world_block {
WorldData world_data;
};
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
uint object_id = texelFetch(objectId, texel, 0).r;
vec4 transparent_accum = texelFetch(transparentAccum, texel, 0);
float revealage = texelFetch(transparentRevealage, texel, 0).r;
vec4 color;
#ifdef V3D_SHADING_OBJECT_OUTLINE
float outline = calculate_object_outline(objectId, texel, object_id);
#else /* V3D_SHADING_OBJECT_OUTLINE */
float outline = 1.0;
#endif /* V3D_SHADING_OBJECT_OUTLINE */
if (object_id == NO_OBJECT_ID) {
color = vec4(background_color(world_data, uv_viewport.y), 0.0);
} else {
color = transparent_accum / transparent_accum.a;
}
fragColor = vec4(mix(world_data.object_outline_color.rgb, color.xyz, outline), 1.0);
}
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