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object_outline_expand_frag.glsl « shaders « modes « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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in vec4 uvcoordsvar;

out vec4 FragColor;

uniform sampler2D outlineColor;

uniform float alpha;
uniform bool doExpand;

void main()
{
  ivec2 uv = ivec2(gl_FragCoord.xy);
  FragColor = texelFetch(outlineColor, uv, 0).rgba;

  vec4 color[4];
  color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2(1, 0)).rgba;
  color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, 1)).rgba;
  color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
  color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, -1)).rgba;

  vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);

  vec4 tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
  bvec4 btests = equal(tests, vec4(1.0));

  if (FragColor.a != 0.0) {
    return;
  }

#ifdef LARGE_OUTLINE
  if (!any(btests)) {
    color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2(2, 0)).rgba;
    color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, 2)).rgba;
    color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-2, 0)).rgba;
    color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, -2)).rgba;

    values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);

    tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
    btests = equal(tests, vec4(1.0));
  }
#endif

  FragColor = (btests.x) ? color[0] : FragColor;
  FragColor = (btests.y) ? color[1] : FragColor;
  FragColor = (btests.z) ? color[2] : FragColor;
  FragColor = (btests.w) ? color[3] : FragColor;

  FragColor.a *= (!doExpand) ? 0.0 : 1.0;
}