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-rw-r--r--vendor/gioui.org/shader/gio/stencil.frag81
1 files changed, 81 insertions, 0 deletions
diff --git a/vendor/gioui.org/shader/gio/stencil.frag b/vendor/gioui.org/shader/gio/stencil.frag
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+#version 310 es
+
+// SPDX-License-Identifier: Unlicense OR MIT
+
+precision mediump float;
+
+layout(location=0) in highp vec2 vFrom;
+layout(location=1) in highp vec2 vCtrl;
+layout(location=2) in highp vec2 vTo;
+
+layout(location = 0) out vec4 fragCover;
+
+void main() {
+ float dx = vTo.x - vFrom.x;
+ // Sort from and to in increasing order so the root below
+ // is always the positive square root, if any.
+ // We need the direction of the curve below, so this can't be
+ // done from the vertex shader.
+ bool increasing = vTo.x >= vFrom.x;
+ vec2 left = increasing ? vFrom : vTo;
+ vec2 right = increasing ? vTo : vFrom;
+
+ // The signed horizontal extent of the fragment.
+ vec2 extent = clamp(vec2(vFrom.x, vTo.x), -0.5, 0.5);
+ // Find the t where the curve crosses the middle of the
+ // extent, x₀.
+ // Given the Bézier curve with x coordinates P₀, P₁, P₂
+ // where P₀ is at the origin, its x coordinate in t
+ // is given by:
+ //
+ // x(t) = 2(1-t)tP₁ + t²P₂
+ //
+ // Rearranging:
+ //
+ // x(t) = (P₂ - 2P₁)t² + 2P₁t
+ //
+ // Setting x(t) = x₀ and using Muller's quadratic formula ("Citardauq")
+ // for robustnesss,
+ //
+ // t = 2x₀/(2P₁±√(4P₁²+4(P₂-2P₁)x₀))
+ //
+ // which simplifies to
+ //
+ // t = x₀/(P₁±√(P₁²+(P₂-2P₁)x₀))
+ //
+ // Setting v = P₂-P₁,
+ //
+ // t = x₀/(P₁±√(P₁²+(v-P₁)x₀))
+ //
+ // t lie in [0; 1]; P₂ ≥ P₁ and P₁ ≥ 0 since we split curves where
+ // the control point lies before the start point or after the end point.
+ // It can then be shown that only the positive square root is valid.
+ float midx = mix(extent.x, extent.y, 0.5);
+ float x0 = midx - left.x;
+ vec2 p1 = vCtrl - left;
+ vec2 v = right - vCtrl;
+ float t = x0/(p1.x+sqrt(p1.x*p1.x+(v.x-p1.x)*x0));
+ // Find y(t) on the curve.
+ float y = mix(mix(left.y, vCtrl.y, t), mix(vCtrl.y, right.y, t), t);
+ // And the slope.
+ vec2 d_half = mix(p1, v, t);
+ float dy = d_half.y/d_half.x;
+ // Together, y and dy form a line approximation.
+
+ // Compute the fragment area above the line.
+ // The area is symmetric around dy = 0. Scale slope with extent width.
+ float width = extent.y - extent.x;
+ dy = abs(dy*width);
+
+ vec4 sides = vec4(dy*+0.5 + y, dy*-0.5 + y, (+0.5-y)/dy, (-0.5-y)/dy);
+ sides = clamp(sides+0.5, 0.0, 1.0);
+
+ float area = 0.5*(sides.z - sides.z*sides.y + 1.0 - sides.x+sides.x*sides.w);
+ area *= width;
+
+ // Work around issue #13.
+ if (width == 0.0)
+ area = 0.0;
+
+ fragCover.r = area;
+}