1 | uniform vec3 inv_matrix_m0;
|
---|
2 | uniform vec3 inv_matrix_m1;
|
---|
3 | uniform vec3 inv_matrix_m2;
|
---|
4 |
|
---|
5 | uniform vec2 ellipse_offset;
|
---|
6 |
|
---|
7 | // ellipse equation
|
---|
8 |
|
---|
9 | // s^2/a^2 + t^2/b^2 = 1
|
---|
10 | //
|
---|
11 | // implicit equation:
|
---|
12 | // g(s,t) = 1 - s^2/r_s^2 - t^2/r_t^2
|
---|
13 |
|
---|
14 | // distance from ellipse:
|
---|
15 | // grad = [dg/dx dg/dy]
|
---|
16 | // d(s, t) ~= g(s, t) / |grad|
|
---|
17 |
|
---|
18 | // dg/dx = dg/ds * ds/dx + dg/dt * dt/dx
|
---|
19 | // dg/dy = dg/ds * ds/dy + dg/dt * dt/dy
|
---|
20 |
|
---|
21 | float ellipse_aa()
|
---|
22 | {
|
---|
23 | mat3 mat;
|
---|
24 |
|
---|
25 | mat[0] = inv_matrix_m0;
|
---|
26 | mat[1] = inv_matrix_m1;
|
---|
27 | mat[2] = inv_matrix_m2;
|
---|
28 |
|
---|
29 | vec3 hcoords = mat * vec3(gl_FragCoord.xy + ellipse_offset, 1);
|
---|
30 | float inv_w = 1.0 / hcoords.z;
|
---|
31 | vec2 st = hcoords.xy * inv_w;
|
---|
32 |
|
---|
33 | vec4 xy = vec4(mat[0].xy, mat[1].xy);
|
---|
34 | vec2 h = vec2(mat[0].z, mat[1].z);
|
---|
35 |
|
---|
36 | vec4 dstdxy = (xy.xzyw - h.xyxy * st.xxyy) * inv_w;
|
---|
37 |
|
---|
38 | //dstdxy.x = (mat[0].x - mat[0].z * st.x) * inv_w; // ds/dx
|
---|
39 | //dstdxy.y = (mat[1].x - mat[1].z * st.x) * inv_w; // ds/dy
|
---|
40 | //dstdxy.z = (mat[0].y - mat[0].z * st.y) * inv_w; // dt/dx
|
---|
41 | //dstdxy.w = (mat[1].y - mat[1].z * st.y) * inv_w; // dt/dy
|
---|
42 |
|
---|
43 | vec2 inv_r = gl_TexCoord[0].xy;
|
---|
44 | vec2 n = st * inv_r;
|
---|
45 | float g = 1.0 - dot(n, n);
|
---|
46 |
|
---|
47 | vec2 dgdst = -2.0 * n * inv_r;
|
---|
48 |
|
---|
49 | vec2 grad = vec2(dot(dgdst, dstdxy.xz),
|
---|
50 | dot(dgdst, dstdxy.yw));
|
---|
51 |
|
---|
52 | return smoothstep(-0.5, 0.5, g * inversesqrt(dot(grad, grad)));
|
---|
53 | }
|
---|
54 |
|
---|
55 | void main()
|
---|
56 | {
|
---|
57 | gl_FragColor = ellipse_aa().xxxx;
|
---|
58 | }
|
---|