pathfinder/shaders/gles2/xcaa-multi-edge-mask-curve....

57 lines
2.0 KiB
GLSL

// 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 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, 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;
// Solve the equation:
//
// x = p0x + t^2 * (p0x - 2*p1x + p2x) + t*(2*p1x - 2*p0x)
//
// We use the Citardauq Formula to avoid floating point precision issues.
float solveCurveT(float p0x, float p1x, float p2x, float x) {
float a = p0x - 2.0 * p1x + p2x;
float b = 2.0 * p1x - 2.0 * p0x;
float c = p0x - x;
return 2.0 * c / (-b - sqrt(b * b - 4.0 * a * c));
}
void main() {
// Unpack.
vec2 center = gl_FragCoord.xy;
vec2 p0 = vEndpoints.xy, p1 = vEndpoints.zw;
vec2 cp = vControlPoint;
// Compute pixel extents.
vec4 pixelExtents = center.xxyy + vec4(-0.5, 0.5, -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.)
//
// FIXME(pcwalton): Factor out shared terms to avoid computing them multiple times.
vec2 t = vec2(p0.x < pixelExtents.x ? solveCurveT(p0.x, cp.x, p1.x, pixelExtents.x) : 0.0,
p1.x > pixelExtents.y ? solveCurveT(p0.x, cp.x, p1.x, pixelExtents.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);
}