#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) bool test_occlusion() { return gl_FragCoord.z > texelFetch(depthTex, ivec2(gl_FragCoord.xy), 0).r; } float edge_step(float dist) { if (do_smooth_wire) { return smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist); } else { return step(0.5, dist); } } void main() { float dist = abs(geometry_out.edgeCoord) - max(sizeEdge - 0.5, 0.0); float dist_outer = dist - max(sizeEdge, 1.0); float mix_w = edge_step(dist); float mix_w_outer = edge_step(dist_outer); /* Line color & alpha. */ fragColor = mix(geometry_out.finalColorOuter, geometry_out.finalColor, 1.0 - mix_w * geometry_out.finalColorOuter.a); /* Line edges shape. */ fragColor.a *= 1.0 - (geometry_out.finalColorOuter.a > 0.0 ? mix_w_outer : mix_w); fragColor.a *= test_occlusion() ? alpha : 1.0; }