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- /**
- * Procedural anti-aliasing by blurring two colors that meet at a sharp edge.
- *
- * @name czm_antialias
- * @glslFunction
- *
- * @param {vec4} color1 The color on one side of the edge.
- * @param {vec4} color2 The color on the other side of the edge.
- * @param {vec4} currentcolor The current color, either <code>color1</code> or <code>color2</code>.
- * @param {float} dist The distance to the edge in texture coordinates.
- * @param {float} [fuzzFactor=0.1] Controls the blurriness between the two colors.
- * @returns {vec4} The anti-aliased color.
- *
- * @example
- * // GLSL declarations
- * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor);
- * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist);
- *
- * // get the color for a material that has a sharp edge at the line y = 0.5 in texture space
- * float dist = abs(textureCoordinates.t - 0.5);
- * vec4 currentColor = mix(bottomColor, topColor, step(0.5, textureCoordinates.t));
- * vec4 color = czm_antialias(bottomColor, topColor, currentColor, dist, 0.1);
- */
- vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor)
- {
- float val1 = clamp(dist / fuzzFactor, 0.0, 1.0);
- float val2 = clamp((dist - 0.5) / fuzzFactor, 0.0, 1.0);
- val1 = val1 * (1.0 - val2);
- val1 = val1 * val1 * (3.0 - (2.0 * val1));
- val1 = pow(val1, 0.5); //makes the transition nicer
-
- vec4 midColor = (color1 + color2) * 0.5;
- return mix(midColor, currentColor, val1);
- }
- vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist)
- {
- return czm_antialias(color1, color2, currentColor, dist, 0.1);
- }
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