pathfinder/shaders/gles2/ecaa-line.fs.glsl

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// pathfinder/shaders/gles2/ecaa-line.vs.glsl
//
// Copyright (c) 2017 Mozilla Foundation
precision highp float;
uniform bool uLowerPart;
varying vec4 vEndpoints;
void main() {
// Unpack.
vec2 center = gl_FragCoord.xy;
vec2 p0 = vEndpoints.xy, p1 = vEndpoints.zw;
// Set up Liang-Barsky clipping.
vec4 pixelExtents = center.xxyy + vec4(-0.5, 0.5, -0.5, 0.5);
vec4 p = (p1 - p0).xxyy, q = pixelExtents - p0.xxyy;
// Use Liang-Barsky to clip to the left and right sides of this pixel.
vec2 t = clamp(q.xy / p.xy, 0.0, 1.0);
vec2 spanP0 = p0 + p.yw * t.x, spanP1 = p0 + p.yw * t.y;
// Compute area.
gl_FragColor = vec4(computeCoverage(p0, p1, spanP0, spanP1, t, pixelExtents, p, q, uLowerPart));
}