// pathfinder/shaders/gles2/xcaa-multi-edge-mask-curve.fs.glsl // // Copyright (c) 2017 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. precision highp float; varying vec4 vEndpoints; varying vec2 vControlPoint; varying float vWinding; void main() { // Unpack. vec2 center = gl_FragCoord.xy; vec2 p0 = vEndpoints.xy, p1 = vEndpoints.zw; vec2 cp = vControlPoint; // Compute pixel extents. vec2 pixelExtents = center.xx + vec2(-0.5, 0.5); // Clip the curve to the left and right edges to create a line. // // TODO(pcwalton): Consider clipping to the bottom and top edges properly too. (I kind of doubt // it's worth it to do this, though, given that the maximum error doing it this way will always // be less than a pixel, and it saves a lot of time.) vec2 t = solveCurveT(p0.x, cp.x, p1.x, pixelExtents); // Handle endpoints properly. These tests are negated to handle NaNs. if (!(p0.x < pixelExtents.x)) t.x = 0.0; if (!(p1.x > pixelExtents.y)) t.y = 1.0; vec2 clippedP0 = mix(mix(p0, cp, t.x), mix(cp, p1, t.x), t.x); vec2 clippedP1 = mix(mix(p0, cp, t.y), mix(cp, p1, t.y), t.y); // Discard if not edge. if (!isPartiallyCovered(clippedP0, clippedP1 - clippedP0, center, vWinding)) discard; gl_FragColor = vec4(1.0); }