#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! #extension GL_GOOGLE_include_directive : enable precision highp float; vec4 computeCoverage(vec2 from, vec2 to, sampler2D areaLUT){ vec2 left = from . x < to . x ? from : to, right = from . x < to . x ? to : from; 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 /(right . x - left . x); float y = mix(left . y, right . y, t); float d =(right . y - left . y)/(right . x - left . x); float dX = window . x - window . y; return texture(areaLUT, vec2(y + 8.0, abs(d * dX))/ 16.0)* dX; } uniform sampler2D uAreaLUT; in vec2 vFrom; in vec2 vTo; out vec4 oFragColor; void main(){ oFragColor = computeCoverage(vFrom, vTo, uAreaLUT); }