diff --git a/demo2/stencil.fs.glsl b/demo2/stencil.fs.glsl index a3033661..a90bdaa9 100644 --- a/demo2/stencil.fs.glsl +++ b/demo2/stencil.fs.glsl @@ -27,16 +27,15 @@ void main() { // Determine winding, and sort into a consistent order so we only need to find one root below. bool winding = from.x < to.x; vec2 left = winding ? from : to, right = winding ? to : from; - vec2 v0 = ctrl - left, v1 = right - ctrl; // Shoot a vertical ray toward the curve. vec2 window = clamp(vec2(from.x, to.x), -0.5, 0.5); float offset = mix(window.x, window.y, 0.5) - left.x; - float t = offset / (v0.x + sqrt(v1.x * offset - v0.x * (offset - v0.x))); + float t = offset / (right.x - left.x); // Compute position and derivative to form a line approximation. - float y = mix(mix(left.y, ctrl.y, t), mix(ctrl.y, right.y, t), t); - float d = mix(v0.y, v1.y, t) / mix(v0.x, v1.x, t); + float y = mix(left.y, right.y, t); + float d = (right.y - left.y) / (right.x - left.x); // Look up area under that line, and scale horizontally to the window size. float dX = window.x - window.y;