wlroots/render/gles2/shaders/quad.frag
Loukas Agorgianitis e92d8a7a53
render/pass: implement antialiasing for fractional coordinates
Signed-off-by: Loukas Agorgianitis <loukas@agorgianitis.com>
2026-01-21 11:58:05 +02:00

25 lines
568 B
GLSL

#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec4 color;
uniform vec4 dst_bounds; // x, y, x+width, y+height in output coordinates
float compute_coverage() {
vec4 d = vec4(
gl_FragCoord.x - dst_bounds.x,
gl_FragCoord.y - dst_bounds.y,
dst_bounds.z - gl_FragCoord.x,
dst_bounds.w - gl_FragCoord.y
);
vec4 cov = clamp(d + 0.5, 0.0, 1.0);
return min(min(cov.x, cov.y), min(cov.z, cov.w));
}
void main() {
gl_FragColor = color * compute_coverage();
}