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source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl
| Show First 20 Lines • Show All 235 Lines • ▼ Show 20 Lines | #endif | ||||
| /* WATCH: Keep in sync with outlineId of the prepass. */ | /* WATCH: Keep in sync with outlineId of the prepass. */ | ||||
| uint color_id = ref_col >> 14u; | uint color_id = ref_col >> 14u; | ||||
| if (ref_col == 0u) { | if (ref_col == 0u) { | ||||
| fragColor = vec4(0.0); | fragColor = vec4(0.0); | ||||
| } | } | ||||
| else if (color_id == 1u) { | else if (color_id == 1u) { | ||||
| fragColor = colorSelect; | fragColor = colorSelect; | ||||
| } | } | ||||
| else if (color_id == 2u) { | |||||
| fragColor = colorDupliSelect; | |||||
| } | |||||
| else if (color_id == 3u) { | else if (color_id == 3u) { | ||||
| fragColor = colorActive; | fragColor = colorActive; | ||||
| } | } | ||||
| else { | else { | ||||
| fragColor = colorTransform; | fragColor = colorTransform; | ||||
| } | } | ||||
| float ref_depth = textureLod(outlineDepth, depth_uv, 0.0).r; | float ref_depth = textureLod(outlineDepth, depth_uv, 0.0).r; | ||||
| ▲ Show 20 Lines • Show All 114 Lines • Show Last 20 Lines | |||||