#version 330 #INSERT camera_uniform_declarations.glsl in vec4 color; in float fill_all; // Either 0 or 1 in float uv_anti_alias_width; in vec3 xyz_coords; in float orientation; in vec2 uv_coords; in vec2 uv_b2; in vec2 simp_coords; in float bezier_degree; out vec4 frag_color; #INSERT quadratic_bezier_distance.glsl float sdf(){ if(bezier_degree < 2){ return abs(uv_coords[1]); } float u2 = uv_b2.x; float v2 = uv_b2.y; // For really flat curves, just take the distance to x-axis if(abs(v2 / u2) < 0.1 * uv_anti_alias_width){ return abs(uv_coords[1]); } vec2 p = simp_coords; float Fp = (p.x * p.x - p.y); // Sign takes care of whether we should be filling the inside or outside of curve. float sgn = orientation * sign(v2); if(sgn * Fp <= 0){ return 0.0; }else{ return min_dist_to_curve(uv_coords, uv_b2, bezier_degree); } } void main() { if (color.a == 0) discard; frag_color = color; if (fill_all == 1.0) return; frag_color.a *= smoothstep(1, 0, sdf() / uv_anti_alias_width); }