diff options
author | Sven Gothel <[email protected]> | 2014-03-22 06:23:50 +0100 |
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committer | Sven Gothel <[email protected]> | 2014-03-22 06:23:50 +0100 |
commit | b4817d053d7af20dae33774e430bf79a3d3c6fcd (patch) | |
tree | 1e7cd3d713e3c1f8442f00be8d161a63de34f601 /src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl | |
parent | 523d1dae2431fdd56d39d3ea06220cfed412a0b5 (diff) |
Bug 801: Revise Graph VBAA (Add border dropping MSAA; Test diff. AA modes incl. FXAA2) ; Test exp. LineAA ; Misc Changes
- Revise VBAA
- Add border to FBO dropping MSAA
- This automatically gives AA for edges on FBO boundary
- Correcting ceil-diff, use object-diff instead of win-diff (diff := ceil(a)-a, w/ float a)
- Reorg shader - using includes to test diff. AA modes:
- [poles, wholeedge] * [equalweight, propweight]
- fxaa2
- Exp. LineAA (disabled)
- Test ROESSLER-2012-OGLES for detected rectangles only
- Test boundary line detection
See screenshots: <http://jogamp.org/files/screenshots/graphui/20140322/>
Diffstat (limited to 'src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl')
-rw-r--r-- | src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl new file mode 100644 index 000000000..16dda5947 --- /dev/null +++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl @@ -0,0 +1,20 @@ + + // if( gcv_TexCoord.x == 10.0 && gcv_TexCoord.y == 10.0 ) { + if( gcv_TexCoord.z > 0.0 ) { + // pass-1: AA Lines + #if 1 + // const float dist = sqrt( gcv_TexCoord.x*gcv_TexCoord.x + gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude + const float dist = sqrt( gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude + // const float a = 1.0 - smoothstep (gcv_TexCoord.y-gcv_TexCoord.z, gcv_TexCoord.y, dist); + const float r = gcv_TexCoord.x/3.0; + const float wa = gcv_TexCoord.x+r; + const float waHalf = wa/2.0; + const float a = 1.0 - smoothstep (waHalf-2.0*r, waHalf, dist); + color = vec3(0, 0, 1.0); // gcu_ColorStatic.rgb; + alpha = a; + #else + color = vec3(0, 0, 1.0); + alpha = 1.0; + #endif + } else + |