#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */ /** * We want to know how much a pixel is covered by a line. * We replace the square pixel with acircle of the same area and try to find the intersection area. * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment * The formula for the area uses inverse trig function and is quite complexe. Instead, * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. */ #define DISC_RADIUS (M_1_SQRTPI * 1.05) #define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS) #define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS) uniform sampler2D depthTex; uniform float alpha = 1.0; flat in vec4 finalColorOuter_f; in vec4 finalColor_f; noperspective in float edgeCoord_f; out vec4 FragColor; bool test_occlusion() { return gl_FragCoord.z > texelFetch(depthTex, ivec2(gl_FragCoord.xy), 0).r; } void main() { float dist = abs(edgeCoord_f) - max(sizeEdge - 0.5, 0.0); float dist_outer = dist - max(sizeEdge, 1.0); #ifdef USE_SMOOTH_WIRE float mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist); float mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer); #else float mix_w = step(0.5, dist); float mix_w_outer = step(0.5, dist_outer); #endif /* Line color & alpha. */ FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a); /* Line edges shape. */ FragColor.a *= 1.0 - (finalColorOuter_f.a > 0.0 ? mix_w_outer : mix_w); FragColor.a *= test_occlusion() ? alpha : 1.0; }