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authorSven Gothel <[email protected]>2014-03-22 06:23:50 +0100
committerSven Gothel <[email protected]>2014-03-22 06:23:50 +0100
commitb4817d053d7af20dae33774e430bf79a3d3c6fcd (patch)
tree1e7cd3d713e3c1f8442f00be8d161a63de34f601 /src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl
parent523d1dae2431fdd56d39d3ea06220cfed412a0b5 (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.glsl20
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
+