Fix another annoying precision bug.
Who knew fragment shaders were so difficult?
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@@ -220,9 +220,17 @@ void main()
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// Adapted from Inigo Quilez' 2D distance function cheat sheet
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// https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
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// On (some?) devices with 16-bit float precision, sufficiently long lines will overflow the float's range.
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// Avoid this by scaling these problematic values down to fit within (-1, 1) then scaling them back up later.
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// TODO: Is this a problem on all drivers with 16-bit mediump floats, or just Mali?
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vec2 pointDiff = abs(u_penPoints.zw - u_penPoints.xy);
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float FLOAT_SCALING_INVERSE = max(1.0, max(pointDiff.x, pointDiff.y));
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float FLOAT_SCALING = 1.0 / FLOAT_SCALING_INVERSE;
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// The xy component of u_penPoints is the first point; the zw is the second point.
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// This is done to minimize the number of gl.uniform calls, which can add up.
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vec2 pa = v_texCoord - u_penPoints.xy, ba = u_penPoints.zw - u_penPoints.xy;
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// vec2 pa = v_texCoord - u_penPoints.xy, ba = u_penPoints.zw - u_penPoints.xy;
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vec2 pa = (v_texCoord - u_penPoints.xy) * FLOAT_SCALING, ba = (u_penPoints.zw - u_penPoints.xy) * FLOAT_SCALING;
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// Avoid division by zero
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float baDot = dot(ba, ba);
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@@ -232,7 +240,7 @@ void main()
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// This results in a "linear gradient" which goes from 0.0 at the start point to 1.0 at the end point.
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float projMagnitude = clamp(dot(pa, ba) / baDot, 0.0, 1.0);
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float lineDistance = length(pa - (ba * projMagnitude));
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float lineDistance = length(pa - (ba * projMagnitude)) * FLOAT_SCALING_INVERSE;
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// The distance to the line allows us to create lines of any thickness.
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// Instead of checking whether this fragment's distance < the line thickness,
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