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📄 ellipse_functions.glsl

📁 奇趣公司比较新的qt/emd版本
💻 GLSL
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uniform vec3 inv_matrix_m0;uniform vec3 inv_matrix_m1;uniform vec3 inv_matrix_m2;uniform vec2 ellipse_offset;float ellipse(){    vec2 st = gl_TexCoord[0].st;    if (dot(st, st) > 1)        discard;    return 1.0;}// ellipse equation// s^2/a^2 + t^2/b^2 = 1//// implicit equation:// g(s,t) = 1 - s^2/r_s^2 - t^2/r_t^2// distance from ellipse:// grad = [dg/dx dg/dy]// d(s, t) ~= g(s, t) / |grad|// dg/dx = dg/ds * ds/dx + dg/dt * dt/dx// dg/dy = dg/ds * ds/dy + dg/dt * dt/dyfloat ellipse_aa(){    mat3 mat;    mat[0] = inv_matrix_m0;    mat[1] = inv_matrix_m1;    mat[2] = inv_matrix_m2;    vec3 hcoords = mat * vec3(gl_FragCoord.xy + ellipse_offset, 1);    float inv_w = 1.0 / hcoords.z;    vec2 st = hcoords.xy * inv_w;    vec4 xy = vec4(mat[0].xy, mat[1].xy);     vec2 h = vec2(mat[0].z, mat[1].z);    vec4 dstdxy = (xy.xzyw - h.xyxy * st.xxyy) * inv_w;     //dstdxy.x = (mat[0].x - mat[0].z * st.x) * inv_w; // ds/dx    //dstdxy.y = (mat[1].x - mat[1].z * st.x) * inv_w; // ds/dy    //dstdxy.z = (mat[0].y - mat[0].z * st.y) * inv_w; // dt/dx    //dstdxy.w = (mat[1].y - mat[1].z * st.y) * inv_w; // dt/dy    vec2 inv_r = gl_TexCoord[0].xy;    vec2 n = st * inv_r;    float g = 1.0 - dot(n, n);    vec2 dgdst = -2.0 * n * inv_r;     vec2 grad = vec2(dot(dgdst, dstdxy.xz),                     dot(dgdst, dstdxy.yw));    return smoothstep(-0.5, 0.5, g * inversesqrt(dot(grad, grad)));}

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