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// original http://micmicc.hinnerup.net/2014/01/BezierDistanceGlow/BezierDistanceGlow.htm | |
#define EPSILON 0.000000001 | |
#define MAX 9999999. | |
#define PI 3.14159265358979 | |
//Find roots using Cardano's method. http://en.wikipedia.org/wiki/Cubic_function#Cardano.27s_method | |
int findRoots(float a, float b, float c, float d, out float r[3]) | |
{ | |
vec3 vS = vec3(-1.0,-1.0,-1.0); | |
if (abs(a) > EPSILON) | |
{ | |
float z = 1.0/a; | |
float d3 = 1.0/3.0; | |
float d27 = 1.0/27.0; | |
a = b*z; | |
b = c*z; | |
c = d*z; | |
float p = b-a*a*d3; | |
float q = a*(2.0*a*a-9.0*b)*d27+c; | |
float ppp = p*p*p; | |
float D = q*q+4.0*ppp*d27; | |
float delta = -a*d3; | |
if (D > EPSILON) | |
{ | |
z = sqrt(D); | |
float u = (-q+z)*0.5; | |
float v = (-q-z)*0.5; | |
u = sign(u)*pow(abs(u),d3); | |
v = sign(v)*pow(abs(v),d3); | |
r[0] = u+v+delta; | |
return 1; | |
} | |
else if (D < -EPSILON) | |
{ | |
float u = sqrt(-p*d3)*2.0; | |
float s = -sqrt(-27.0/ppp)*q*0.5; | |
if (abs(s) > 1.) { | |
return 0; | |
} | |
float v = acos(s)*d3; | |
r[0] = u*cos(v)+delta; | |
r[1] = u*cos(v+2.0*PI*d3)+delta; | |
r[2] = u*cos(v+4.0*PI*d3)+delta; | |
return 3; | |
} | |
else | |
{ | |
q = sign(q)*pow(abs(q)*0.5,d3); | |
r[0] = 2.0*-q+delta; | |
r[1] = q+delta; | |
return 2; | |
} | |
} | |
else | |
{ | |
if (abs(b) <= EPSILON && abs(c) > EPSILON) | |
{ | |
r[0] = -d/c; | |
return 1; | |
} | |
else | |
{ | |
float D = c*c-4.0*b*d; | |
float z = 1.0/(2.0*b); | |
if (D > EPSILON) | |
{ | |
D = sqrt(D); | |
r[0] = (-c-D)*z; | |
r[1] = (-c+D)*z; | |
return 2; | |
} | |
else if (D > -EPSILON) | |
{ | |
r[0] = -c*z; | |
return 1; | |
} | |
} | |
} | |
return 0; | |
} | |
vec2 getPositionOnBezierCurve(float t, vec2 p0, vec2 p1, vec2 p2) | |
{ | |
float fOneMinusT = 1.0-t; | |
vec2 pos = fOneMinusT*fOneMinusT*p0+2.0*t*fOneMinusT*p1+t*t*p2; | |
return pos; | |
} | |
float calculateDistanceToQuadraticBezier(vec2 p, vec2 p0, vec2 p1, vec2 p2) | |
{ | |
vec2 dP0P = p0-p; | |
vec2 dP1P0 = p1-p0; | |
vec2 sP0P2 = p0+p2-p1*2.0; | |
float a = dot(sP0P2,sP0P2); | |
float b = dot(dP1P0,sP0P2)*3.0; | |
float c = dot(dP1P0,dP1P0)*2.0+dot(dP0P, sP0P2); | |
float d = dot(dP0P,dP1P0); | |
float r[3]; | |
int roots = findRoots(a,b,c,d,r); | |
float dist = MAX; | |
float tmp; | |
if (roots > 0 && r[0] >= 0. && r[0] <= 1.) { | |
dist = distance(p,getPositionOnBezierCurve(r[0],p0,p1,p2)); | |
//return r[0] * 50.; | |
} | |
if (roots > 1 && r[1] >= 0. && r[1] <= 1.) { | |
dist = min(dist, distance(p,getPositionOnBezierCurve(r[1],p0,p1,p2))); | |
} | |
if (roots > 2 && r[2] >= 0. && r[2] <= 1.) { | |
dist = min(dist, distance(p,getPositionOnBezierCurve(r[2],p0,p1,p2))); | |
} | |
dist = min(dist, min(distance(p, p0), distance(p, p2))); | |
return dist; | |
} | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec2 xy = fragCoord.xy; | |
vec2 b0 = vec2(0.25, .5) * iResolution.xy; | |
// vec2 b1 = vec2(0.5, .75 + .1*sin(iGlobalTime)) * iResolution.xy; | |
vec2 b1 = iMouse.xy; | |
vec2 b2 = vec2(.75, .5) * iResolution.xy; | |
vec2 mid = .5*(b0+b2) + vec2(0.0,0.01); | |
float d = calculateDistanceToQuadraticBezier(xy, b0, b1, b2); | |
float thickness = 1.0; | |
float a; | |
if(d < thickness) { | |
a = 1.0; | |
} else { | |
// Anti-alias the edge. | |
a = 1.0 - smoothstep(d, thickness, thickness+1.0); | |
} | |
//fragColor = vec4(a,1.0,1.0, 1.0); | |
fragColor = vec4(mod(d/50.0, 1.0),a,a, 1.0); | |
} |
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