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-rw-r--r--vendor/gioui.org/shader/gio/zstencil.frag.0.glsl15037
1 files changed, 37 insertions, 0 deletions
diff --git a/vendor/gioui.org/shader/gio/zstencil.frag.0.glsl150 b/vendor/gioui.org/shader/gio/zstencil.frag.0.glsl150
new file mode 100644
index 0000000..8e2abd8
--- /dev/null
+++ b/vendor/gioui.org/shader/gio/zstencil.frag.0.glsl150
@@ -0,0 +1,37 @@
+#version 150
+
+in vec2 vTo;
+in vec2 vFrom;
+in vec2 vCtrl;
+out vec4 fragCover;
+
+void main()
+{
+ float dx = vTo.x - vFrom.x;
+ bool increasing = vTo.x >= vFrom.x;
+ bvec2 _35 = bvec2(increasing);
+ vec2 left = vec2(_35.x ? vFrom.x : vTo.x, _35.y ? vFrom.y : vTo.y);
+ bvec2 _41 = bvec2(increasing);
+ vec2 right = vec2(_41.x ? vTo.x : vFrom.x, _41.y ? vTo.y : vFrom.y);
+ vec2 extent = clamp(vec2(vFrom.x, vTo.x), vec2(-0.5), vec2(0.5));
+ 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)));
+ float y = mix(mix(left.y, vCtrl.y, t), mix(vCtrl.y, right.y, t), t);
+ vec2 d_half = mix(p1, v, vec2(t));
+ float dy = d_half.y / d_half.x;
+ 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 + vec4(0.5), vec4(0.0), vec4(1.0));
+ float area = 0.5 * ((((sides.z - (sides.z * sides.y)) + 1.0) - sides.x) + (sides.x * sides.w));
+ area *= width;
+ if (width == 0.0)
+ {
+ area = 0.0;
+ }
+ fragCover.x = area;
+}
+