pathfinder/shaders/gles2/ecaa-edge-detect.fs.glsl

69 lines
2.3 KiB
GLSL

// pathfinder/shaders/gles2/ecaa-edge-detect.fs.glsl
//
// Copyright (c) 2017 Mozilla Foundation
precision highp float;
uniform ivec2 uFramebufferSize;
uniform sampler2D uColor;
uniform sampler2D uDepth;
varying vec2 vTexCoord;
vec3 checkFG(vec3 fgPosition, vec3 queryPosition) {
return queryPosition.z > fgPosition.z ? queryPosition : fgPosition;
}
void main() {
// Unpack.
vec2 position = vTexCoord;
// Compute positions.
vec2 onePixel = 1.0 / vec2(uFramebufferSize);
vec2 positionL = position + vec2(-onePixel.x, 0.0);
vec2 positionR = position + vec2( onePixel.x, 0.0);
vec2 positionB = position + vec2(0.0, -onePixel.x);
vec2 positionT = position + vec2(0.0, onePixel.x);
// Determine the topmost path.
float centerDepth = texture2D(uDepth, position).r;
vec4 neighborDepths = vec4(texture2D(uDepth, positionL).r,
texture2D(uDepth, positionR).r,
texture2D(uDepth, positionT).r,
texture2D(uDepth, positionB).r);
// Determine the position of the foreground color.
vec3 fgPosition = vec3(position, centerDepth);
fgPosition = checkFG(fgPosition, vec3(positionL, neighborDepths.x));
fgPosition = checkFG(fgPosition, vec3(positionR, neighborDepths.y));
fgPosition = checkFG(fgPosition, vec3(positionT, neighborDepths.z));
fgPosition = checkFG(fgPosition, vec3(positionB, neighborDepths.w));
// Determine the position of the background color.
vec2 bgPosition;
if (fgPosition.z != centerDepth)
bgPosition = fgPosition.xy;
else if (fgPosition.z != neighborDepths.x)
bgPosition = positionL;
else if (fgPosition.z != neighborDepths.y)
bgPosition = positionR;
else if (fgPosition.z != neighborDepths.z)
bgPosition = positionT;
else
bgPosition = positionB;
// Determine the foreground and background colors.
vec4 fgColor = texture2D(uColor, fgPosition.st);
vec4 bgColor = texture2D(uColor, bgPosition);
// Determine the depth.
//
// If all colors are the same, avoid touching this pixel in any further passes.
float outDepth = fgColor == bgColor ? 0.0 : fgPosition.z;
// Output results.
gl_FragData[0] = fgColor;
gl_FragData[1] = bgColor;
gl_FragDepthEXT = outDepth;
}