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 | float ellipse()
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8 | {
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9 | vec2 st = gl_TexCoord[0].st;
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10 |
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11 | if (dot(st, st) > 1)
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12 | discard;
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13 |
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14 | return 1.0;
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15 | }
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16 |
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17 | // ellipse equation
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18 |
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19 | // s^2/a^2 + t^2/b^2 = 1
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20 | //
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21 | // implicit equation:
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22 | // g(s,t) = 1 - s^2/r_s^2 - t^2/r_t^2
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23 |
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24 | // distance from ellipse:
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25 | // grad = [dg/dx dg/dy]
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26 | // d(s, t) ~= g(s, t) / |grad|
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27 |
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28 | // dg/dx = dg/ds * ds/dx + dg/dt * dt/dx
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29 | // dg/dy = dg/ds * ds/dy + dg/dt * dt/dy
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30 |
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31 | float ellipse_aa()
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32 | {
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33 | mat3 mat;
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34 |
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35 | mat[0] = inv_matrix_m0;
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36 | mat[1] = inv_matrix_m1;
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37 | mat[2] = inv_matrix_m2;
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38 |
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39 | vec3 hcoords = mat * vec3(gl_FragCoord.xy + ellipse_offset, 1);
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40 | float inv_w = 1.0 / hcoords.z;
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41 | vec2 st = hcoords.xy * inv_w;
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42 |
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43 | vec4 xy = vec4(mat[0].xy, mat[1].xy);
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44 | vec2 h = vec2(mat[0].z, mat[1].z);
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45 |
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46 | vec4 dstdxy = (xy.xzyw - h.xyxy * st.xxyy) * inv_w;
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47 |
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48 | //dstdxy.x = (mat[0].x - mat[0].z * st.x) * inv_w; // ds/dx
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49 | //dstdxy.y = (mat[1].x - mat[1].z * st.x) * inv_w; // ds/dy
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50 | //dstdxy.z = (mat[0].y - mat[0].z * st.y) * inv_w; // dt/dx
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51 | //dstdxy.w = (mat[1].y - mat[1].z * st.y) * inv_w; // dt/dy
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52 |
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53 | vec2 inv_r = gl_TexCoord[0].xy;
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54 | vec2 n = st * inv_r;
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55 | float g = 1.0 - dot(n, n);
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56 |
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57 | vec2 dgdst = -2.0 * n * inv_r;
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58 |
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59 | vec2 grad = vec2(dot(dgdst, dstdxy.xz),
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60 | dot(dgdst, dstdxy.yw));
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61 |
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62 | return smoothstep(-0.5, 0.5, g * inversesqrt(dot(grad, grad)));
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63 | }
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