Object Mode: Grid: Make antialiasing more grounded
Went a bit anal on this but at least we will have a decent AA reference for lines in the future.
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@@ -32,8 +32,18 @@ uniform int gridFlag;
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#define PLANE_YZ (1 << 6)
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#define GRID_BACK (1 << 9) /* grid is behind objects */
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#define GRID_LINE_SMOOTH_START -0.1
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#define GRID_LINE_SMOOTH_END 1.05
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#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
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/**
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* We want to know how much a pixel is covered by a line.
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* We replace the square pixel with acircle of the same area and try to find the intersection area.
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* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
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* The formula for the area uses inverse trig function and is quite complexe.
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* Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
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**/
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#define DISC_RADIUS (M_1_SQRTPI * 1.05)
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#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
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#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
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float get_grid(vec2 co, vec2 fwidthCos, float grid_size)
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{
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