3b1b-manim/manimlib/shaders/quadratic_bezier_stroke/frag.glsl

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#version 330
in vec2 uv_coords;
in float uv_stroke_width;
in float uv_anti_alias_width;
in vec4 color;
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in float is_linear;
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out vec4 frag_color;
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const float QUICK_DIST_WIDTH = 0.4;
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float dist_to_curve(){
// In the linear case, the curve will have
// been set to equal the x axis
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if(bool(is_linear)) return abs(uv_coords.y);
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// Returns distance from uv_coords to the curve v = u^2
float x0 = uv_coords.x;
float y0 = uv_coords.y;
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// This is a quick approximation for computing
// the distance to the curve.
// Evaluate F(x, y) = y - x^2
// divide by its gradient's magnitude
float Fxy = y0 - x0 * x0;
float grad_sq = 1 + 4 * x0 * x0;
float approx_dist = abs(Fxy) / sqrt(grad_sq);
if(approx_dist < QUICK_DIST_WIDTH) return approx_dist;
// Otherwise, solve for the minimal distance.
// The distance squared between (x0, y0) and a point (x, x^2) looks like
//
// (x0 - x)^2 + (y0 - x^2)^2 = x^4 + (1 - 2y0)x^2 - 2x0 * x + (x0^2 + y0^2)
//
// Setting the derivative equal to zero (and rescaling) looks like
//
// x^3 + (0.5 - y0) * x - 0.5 * x0 = 0
//
// Use two rounds of Newton's method
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float x = x0 + 2 * x0 * Fxy / grad_sq; // Seed with a step along the gradient vector
float p = (0.5 - y0);
float q = -0.5 * x0;
for(int i = 0; i < 2; i++){
float fx = x * x * x + p * x + q;
float dfx = 3 * x * x + p;
x = x - fx / dfx;
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}
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return distance(uv_coords, vec2(x, x * x));
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}
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void main() {
if (uv_stroke_width == 0) discard;
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// sdf for the region around the curve we wish to color.
float signed_dist = dist_to_curve() - 0.5 * uv_stroke_width;
frag_color = color;
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frag_color.a *= smoothstep(0.5, -0.5, signed_dist / uv_anti_alias_width);
}