#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; }