zstencil.frag.0.glsl150 1.2 KB

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  1. #version 150
  2. in vec2 vTo;
  3. in vec2 vFrom;
  4. in vec2 vCtrl;
  5. out vec4 fragCover;
  6. void main()
  7. {
  8. float dx = vTo.x - vFrom.x;
  9. bool increasing = vTo.x >= vFrom.x;
  10. bvec2 _35 = bvec2(increasing);
  11. vec2 left = vec2(_35.x ? vFrom.x : vTo.x, _35.y ? vFrom.y : vTo.y);
  12. bvec2 _41 = bvec2(increasing);
  13. vec2 right = vec2(_41.x ? vTo.x : vFrom.x, _41.y ? vTo.y : vFrom.y);
  14. vec2 extent = clamp(vec2(vFrom.x, vTo.x), vec2(-0.5), vec2(0.5));
  15. float midx = mix(extent.x, extent.y, 0.5);
  16. float x0 = midx - left.x;
  17. vec2 p1 = vCtrl - left;
  18. vec2 v = right - vCtrl;
  19. float t = x0 / (p1.x + sqrt((p1.x * p1.x) + ((v.x - p1.x) * x0)));
  20. float y = mix(mix(left.y, vCtrl.y, t), mix(vCtrl.y, right.y, t), t);
  21. vec2 d_half = mix(p1, v, vec2(t));
  22. float dy = d_half.y / d_half.x;
  23. float width = extent.y - extent.x;
  24. dy = abs(dy * width);
  25. vec4 sides = vec4((dy * 0.5) + y, (dy * (-0.5)) + y, (0.5 - y) / dy, ((-0.5) - y) / dy);
  26. sides = clamp(sides + vec4(0.5), vec4(0.0), vec4(1.0));
  27. float area = 0.5 * ((((sides.z - (sides.z * sides.y)) + 1.0) - sides.x) + (sides.x * sides.w));
  28. area *= width;
  29. if (width == 0.0)
  30. {
  31. area = 0.0;
  32. }
  33. fragCover.x = area;
  34. }