#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; }