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; }