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