uniform vec3 inv_matrix_m0; uniform vec3 inv_matrix_m1; uniform vec3 inv_matrix_m2; uniform vec2 ellipse_offset; // ellipse equation // s^2/a^2 + t^2/b^2 = 1 // // implicit equation: // g(s,t) = 1 - s^2/r_s^2 - t^2/r_t^2 // distance from ellipse: // grad = [dg/dx dg/dy] // d(s, t) ~= g(s, t) / |grad| // dg/dx = dg/ds * ds/dx + dg/dt * dt/dx // dg/dy = dg/ds * ds/dy + dg/dt * dt/dy float ellipse_aa() { mat3 mat; mat[0] = inv_matrix_m0; mat[1] = inv_matrix_m1; mat[2] = inv_matrix_m2; vec3 hcoords = mat * vec3(gl_FragCoord.xy + ellipse_offset, 1); float inv_w = 1.0 / hcoords.z; vec2 st = hcoords.xy * inv_w; vec4 xy = vec4(mat[0].xy, mat[1].xy); vec2 h = vec2(mat[0].z, mat[1].z); vec4 dstdxy = (xy.xzyw - h.xyxy * st.xxyy) * inv_w; //dstdxy.x = (mat[0].x - mat[0].z * st.x) * inv_w; // ds/dx //dstdxy.y = (mat[1].x - mat[1].z * st.x) * inv_w; // ds/dy //dstdxy.z = (mat[0].y - mat[0].z * st.y) * inv_w; // dt/dx //dstdxy.w = (mat[1].y - mat[1].z * st.y) * inv_w; // dt/dy vec2 inv_r = gl_TexCoord[0].xy; vec2 n = st * inv_r; float g = 1.0 - dot(n, n); vec2 dgdst = -2.0 * n * inv_r; vec2 grad = vec2(dot(dgdst, dstdxy.xz), dot(dgdst, dstdxy.yw)); return smoothstep(-0.5, 0.5, g * inversesqrt(dot(grad, grad))); } void main() { gl_FragColor = ellipse_aa().xxxx; }