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in vec4 uvcoordsvar;
out vec4 FragColor;
uniform usampler2D outlineId;
uniform sampler2D outlineDepth;
uniform sampler2D sceneDepth;
uniform int idOffsets[4];
uniform float alphaOcclu;
uniform vec2 viewportSize;
vec4 convert_id_to_color(int id)
{
if (id == 0) {
return vec4(0.0);
}
if (id < idOffsets[1]) {
return colorActive;
}
else if (id < idOffsets[2]) {
return colorSelect;
}
else if (id < idOffsets[3]) {
return colorDupliSelect;
}
else {
return colorTransform;
}
}
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
#ifdef GPU_ARB_texture_gather
vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
vec2 uv = ceil(gl_FragCoord.xy) * texel_size;
/* Samples order is CW starting from top left. */
uvec4 tmp1 = textureGather(outlineId, uv - texel_size);
uvec4 tmp2 = textureGather(outlineId, uv);
uint ref_id = tmp1.y;
uvec4 id = uvec4(tmp1.xz, tmp2.xz);
#else
uvec4 id;
uint ref_id = texelFetch(outlineId, texel, 0).r;
id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
id.y = texelFetchOffset(outlineId, texel, 0, ivec2(0, -1)).r;
id.z = texelFetchOffset(outlineId, texel, 0, ivec2(0, 1)).r;
id.w = texelFetchOffset(outlineId, texel, 0, ivec2(1, 0)).r;
#endif
#ifdef WIRE
/* We want only 2px outlines. */
/* TODO optimize, don't sample if we don't need to. */
id.xy = uvec2(ref_id);
#endif
bool outline = any(notEqual(id, uvec4(ref_id)));
ivec2 depth_texel = texel;
/* If texel is an outline but has no valid id ...
* replace id and depth texel by a valid one.
* This keeps the outline thickness consistent everywhere. */
if (ref_id == 0u && outline) {
depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel;
depth_texel = (id.y != 0u) ? texel + ivec2(0, -1) : depth_texel;
depth_texel = (id.z != 0u) ? texel + ivec2(0, 1) : depth_texel;
depth_texel = (id.w != 0u) ? texel + ivec2(1, 0) : depth_texel;
ref_id = (id.x != 0u) ? id.x : ref_id;
ref_id = (id.y != 0u) ? id.y : ref_id;
ref_id = (id.z != 0u) ? id.z : ref_id;
ref_id = (id.w != 0u) ? id.w : ref_id;
}
float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r;
float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r;
/* Avoid bad cases of zfighting for occlusion only. */
const float epsilon = 3.0 / 8388608.0;
bool occluded = (ref_depth > scene_depth + epsilon);
FragColor = convert_id_to_color(int(ref_id));
FragColor.a *= (occluded) ? alphaOcclu : 1.0;
FragColor.a = (outline) ? FragColor.a : 0.0;
}
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