2018-01-02 22:15:19 -05:00
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// pathfinder/shaders/gles2/mcaa.fs.glsl
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2017-12-15 16:41:27 -05:00
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//
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// Copyright (c) 2017 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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2017-12-30 20:32:51 -05:00
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//! Renders paths when performing multicolor *mesh coverage antialiasing*
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//! (MCAA). This one shader handles both lines and curves.
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//!
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//! This shader expects to render to a standard RGB color buffer.
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//!
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//! Use this shader only when *both* of the following are true:
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//!
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//! 1. You are rendering multiple multicolor paths. (Otherwise, consider the
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//! other MCAA shaders, which render with higher quality.)
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//!
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//! 2. Your transform is only a scale and/or translation, not a perspective,
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//! rotation, or skew. (Otherwise, consider repartitioning the path to
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//! generate a new mesh, or, alternatively, use the direct Loop-Blinn
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//! shaders.)
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2017-12-15 16:41:27 -05:00
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precision highp float;
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2018-01-04 21:07:14 -05:00
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/// True if multiple colors are being rendered; false otherwise.
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///
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/// If this is true, then points will be snapped to the nearest pixel.
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2018-01-03 23:53:25 -05:00
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uniform bool uMulticolor;
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2017-12-15 16:41:27 -05:00
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varying vec4 vUpperEndpoints;
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varying vec4 vLowerEndpoints;
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varying vec4 vControlPoints;
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varying vec4 vColor;
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float computeCoverageForSide(vec2 p0, vec2 cp, vec2 p1, float winding) {
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// Compute pixel extents.
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vec2 pixelCenter = gl_FragCoord.xy;
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vec2 pixelColumnBounds = pixelCenter.xx + vec2(-0.5, 0.5);
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vec2 clippedP0, clippedDP;
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if (cp == vec2(0.0)) {
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vec4 p0DPX = clipLineToPixelColumn(p0, p1 - p0, pixelCenter.x);
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clippedP0 = p0DPX.xy;
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clippedDP = p0DPX.zw;
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} else {
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// Clip the curve to the left and right edges to create a line.
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vec2 t = solveCurveT(p0.x, cp.x, p1.x, pixelColumnBounds);
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// Handle endpoints properly. These tests are negated to handle NaNs.
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if (!(p0.x < pixelColumnBounds.x))
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t.x = 0.0;
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if (!(p1.x > pixelColumnBounds.y))
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t.y = 1.0;
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clippedP0 = mix(mix(p0, cp, t.x), mix(cp, p1, t.x), t.x);
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clippedDP = mix(mix(p0, cp, t.y), mix(cp, p1, t.y), t.y) - clippedP0;
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}
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return computeCoverage(clippedP0, clippedDP, pixelCenter.y, winding);
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}
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void main() {
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float alpha = computeCoverageForSide(vLowerEndpoints.xy,
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vControlPoints.zw,
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vLowerEndpoints.zw,
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-1.0);
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alpha += computeCoverageForSide(vUpperEndpoints.xy,
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vControlPoints.xy,
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vUpperEndpoints.zw,
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1.0);
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// Compute area.
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2018-01-03 23:53:25 -05:00
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vec4 color = uMulticolor ? vColor : vec4(1.0);
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gl_FragColor = alpha * color;
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2017-12-15 16:41:27 -05:00
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}
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