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1 uniform vec3 inv_matrix_m0; |
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2 uniform vec3 inv_matrix_m1; |
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3 uniform vec3 inv_matrix_m2; |
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4 |
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5 uniform vec2 ellipse_offset; |
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6 |
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7 // ellipse equation |
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8 |
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9 // s^2/a^2 + t^2/b^2 = 1 |
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10 // |
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11 // implicit equation: |
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12 // g(s,t) = 1 - s^2/r_s^2 - t^2/r_t^2 |
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13 |
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14 // distance from ellipse: |
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15 // grad = [dg/dx dg/dy] |
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16 // d(s, t) ~= g(s, t) / |grad| |
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17 |
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18 // dg/dx = dg/ds * ds/dx + dg/dt * dt/dx |
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19 // dg/dy = dg/ds * ds/dy + dg/dt * dt/dy |
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20 |
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21 float ellipse_aa() |
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22 { |
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23 mat3 mat; |
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24 |
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25 mat[0] = inv_matrix_m0; |
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26 mat[1] = inv_matrix_m1; |
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27 mat[2] = inv_matrix_m2; |
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28 |
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29 vec3 hcoords = mat * vec3(gl_FragCoord.xy + ellipse_offset, 1); |
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30 float inv_w = 1.0 / hcoords.z; |
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31 vec2 st = hcoords.xy * inv_w; |
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32 |
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33 vec4 xy = vec4(mat[0].xy, mat[1].xy); |
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34 vec2 h = vec2(mat[0].z, mat[1].z); |
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35 |
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36 vec4 dstdxy = (xy.xzyw - h.xyxy * st.xxyy) * inv_w; |
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37 |
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38 //dstdxy.x = (mat[0].x - mat[0].z * st.x) * inv_w; // ds/dx |
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39 //dstdxy.y = (mat[1].x - mat[1].z * st.x) * inv_w; // ds/dy |
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40 //dstdxy.z = (mat[0].y - mat[0].z * st.y) * inv_w; // dt/dx |
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41 //dstdxy.w = (mat[1].y - mat[1].z * st.y) * inv_w; // dt/dy |
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42 |
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43 vec2 inv_r = gl_TexCoord[0].xy; |
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44 vec2 n = st * inv_r; |
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45 float g = 1.0 - dot(n, n); |
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46 |
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47 vec2 dgdst = -2.0 * n * inv_r; |
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48 |
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49 vec2 grad = vec2(dot(dgdst, dstdxy.xz), |
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50 dot(dgdst, dstdxy.yw)); |
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51 |
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52 return smoothstep(-0.5, 0.5, g * inversesqrt(dot(grad, grad))); |
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53 } |
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54 |
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55 void main() |
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56 { |
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57 gl_FragColor = ellipse_aa().xxxx; |
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58 } |