src/opengl/util/ellipse_aa.glsl
changeset 0 1918ee327afb
equal deleted inserted replaced
-1:000000000000 0:1918ee327afb
       
     1 uniform vec3 inv_matrix_m0;
       
     2 uniform vec3 inv_matrix_m1;
       
     3 uniform vec3 inv_matrix_m2;
       
     4 
       
     5 uniform vec2 ellipse_offset;
       
     6 
       
     7 // ellipse equation
       
     8 
       
     9 // s^2/a^2 + t^2/b^2 = 1
       
    10 //
       
    11 // implicit equation:
       
    12 // g(s,t) = 1 - s^2/r_s^2 - t^2/r_t^2
       
    13 
       
    14 // distance from ellipse:
       
    15 // grad = [dg/dx dg/dy]
       
    16 // d(s, t) ~= g(s, t) / |grad|
       
    17 
       
    18 // dg/dx = dg/ds * ds/dx + dg/dt * dt/dx
       
    19 // dg/dy = dg/ds * ds/dy + dg/dt * dt/dy
       
    20 
       
    21 float ellipse_aa()
       
    22 {
       
    23     mat3 mat;
       
    24 
       
    25     mat[0] = inv_matrix_m0;
       
    26     mat[1] = inv_matrix_m1;
       
    27     mat[2] = inv_matrix_m2;
       
    28 
       
    29     vec3 hcoords = mat * vec3(gl_FragCoord.xy + ellipse_offset, 1);
       
    30     float inv_w = 1.0 / hcoords.z;
       
    31     vec2 st = hcoords.xy * inv_w;
       
    32 
       
    33     vec4 xy = vec4(mat[0].xy, mat[1].xy);
       
    34     vec2 h = vec2(mat[0].z, mat[1].z);
       
    35 
       
    36     vec4 dstdxy = (xy.xzyw - h.xyxy * st.xxyy) * inv_w;
       
    37 
       
    38     //dstdxy.x = (mat[0].x - mat[0].z * st.x) * inv_w; // ds/dx
       
    39     //dstdxy.y = (mat[1].x - mat[1].z * st.x) * inv_w; // ds/dy
       
    40     //dstdxy.z = (mat[0].y - mat[0].z * st.y) * inv_w; // dt/dx
       
    41     //dstdxy.w = (mat[1].y - mat[1].z * st.y) * inv_w; // dt/dy
       
    42 
       
    43     vec2 inv_r = gl_TexCoord[0].xy;
       
    44     vec2 n = st * inv_r;
       
    45     float g = 1.0 - dot(n, n);
       
    46 
       
    47     vec2 dgdst = -2.0 * n * inv_r;
       
    48 
       
    49     vec2 grad = vec2(dot(dgdst, dstdxy.xz),
       
    50                      dot(dgdst, dstdxy.yw));
       
    51 
       
    52     return smoothstep(-0.5, 0.5, g * inversesqrt(dot(grad, grad)));
       
    53 }
       
    54 
       
    55 void main()
       
    56 {
       
    57     gl_FragColor = ellipse_aa().xxxx;
       
    58 }