diff options
Diffstat (limited to 'src/opengl/util/trap_exact_aa.glsl')
-rw-r--r-- | src/opengl/util/trap_exact_aa.glsl | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/src/opengl/util/trap_exact_aa.glsl b/src/opengl/util/trap_exact_aa.glsl deleted file mode 100644 index 1637f430b5..0000000000 --- a/src/opengl/util/trap_exact_aa.glsl +++ /dev/null @@ -1,58 +0,0 @@ -float quad_aa() -{ - float top = min(gl_FragCoord.y + 0.5, gl_TexCoord[0].x); - float bottom = max(gl_FragCoord.y - 0.5, gl_TexCoord[0].y); - - float area = top - bottom; - - float left = gl_FragCoord.x - 0.5; - float right = gl_FragCoord.x + 0.5; - - // use line equations to compute intersections of left/right edges with top/bottom of truncated pixel - vec4 vecX = gl_TexCoord[1].xxzz * vec2(top, bottom).xyxy + gl_TexCoord[1].yyww; - - vec2 invA = gl_TexCoord[0].zw; - - // transform right line to left to be able to use same calculations for both - vecX.zw = 2.0 * gl_FragCoord.x - vecX.zw; - - vec2 topX = vec2(vecX.x, vecX.z); - vec2 bottomX = vec2(vecX.y, vecX.w); - - // transform lines such that top intersection is to the right of bottom intersection - vec2 topXTemp = max(topX, bottomX); - vec2 bottomXTemp = min(topX, bottomX); - - // make sure line slope reflects mirrored lines - invA = mix(invA, -invA, step(topX, bottomX)); - - vec2 vecLeftRight = vec2(left, right); - - // compute the intersections of the lines with the left and right edges of the pixel - vec4 intersectY = bottom + (vecLeftRight.xyxy - bottomXTemp.xxyy) * invA.xxyy; - - vec2 temp = mix(area - 0.5 * (right - bottomXTemp) * (intersectY.yw - bottom), // left < bottom < right < top - (0.5 * (topXTemp + bottomXTemp) - left) * area, // left < bottom < top < right - step(topXTemp, right.xx)); - - vec2 excluded = 0.5 * (top - intersectY.xz) * (topXTemp - left); // bottom < left < top < right - - excluded = mix((top - 0.5 * (intersectY.yw + intersectY.xz)) * (right - left), // bottom < left < right < top - excluded, step(topXTemp, right.xx)); - - excluded = mix(temp, // left < bottom < right (see calculation of temp) - excluded, step(bottomXTemp, left.xx)); - - excluded = mix(vec2(area, area), // right < bottom < top - excluded, step(bottomXTemp, right.xx)); - - excluded *= step(left, topXTemp); - - return (area - excluded.x - excluded.y) * step(bottom, top); -} - -void main() -{ - gl_FragColor = quad_aa().xxxx; -} - |