// pathfinder/shaders/gles2/stencil-aaa.fs.glsl // // Copyright (c) 2018 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , at your // option. This file may not be copied, modified, or distributed // except according to those terms. varying vec3 vUV; varying vec3 vXDist; void main() { // Unpack. vec3 uv = vUV; vec2 dUVDX = dFdx(uv.xy), dUVDY = dFdy(uv.xy); vec3 xDist = vXDist; vec2 dXDistDX = dFdx(xDist.xz); // Calculate X distances between endpoints (x02, x10, and x21 respectively). vec3 vDist = xDist - xDist.zxy; // Compute winding number and convexity. bool inCurve = insideCurve(uv); float openWinding = fastSign(-vDist.x); float convex = uv.z != 0.0 ? uv.z : fastSign(vDist.x * dUVDY.y); // Compute open rect area. vec2 areas = clamp(xDist.xz / dXDistDX, -0.5, 0.5); float openRectArea = openWinding * (areas.y - areas.x); // Compute closed rect area and winding, if necessary. float closedRectArea = 0.0, closedWinding = 0.0; if (inCurve && vDist.y * vDist.z < 0.0) { closedRectArea = 0.5 - fastSign(vDist.y) * (vDist.x * vDist.y < 0.0 ? areas.y : areas.x); closedWinding = fastSign(vDist.y * dUVDY.y); } // Calculate approximate area of the curve covering this pixel square. float curveArea = estimateArea(signedDistanceToCurve(uv.xy, dUVDX, dUVDY, inCurve)); // Calculate alpha. vec2 alpha = vec2(openWinding, closedWinding) * 0.5 + convex * curveArea; alpha *= vec2(openRectArea, closedRectArea); // Finish up. gl_FragColor = vec4(alpha.x + alpha.y); }