#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! uniform sampler2D SPIRV_Cross_CombineduAreaLUTuSampler; layout(location = 0) out vec4 oFragColor; in vec2 vFrom; in vec2 vTo; vec4 computeCoverage(vec2 from, vec2 to, sampler2D SPIRV_Cross_CombinedareaLUTareaLUTSampler) { bvec2 _34 = bvec2(from.x < to.x); vec2 left = vec2(_34.x ? from.x : to.x, _34.y ? from.y : to.y); bvec2 _44 = bvec2(from.x < to.x); vec2 right = vec2(_44.x ? to.x : from.x, _44.y ? to.y : from.y); vec2 window = clamp(vec2(from.x, to.x), vec2(-0.5), vec2(0.5)); float offset = mix(window.x, window.y, 0.5) - left.x; float t = offset / (right.x - left.x); float y = mix(left.y, right.y, t); float d = (right.y - left.y) / (right.x - left.x); float dX = window.x - window.y; return texture(SPIRV_Cross_CombinedareaLUTareaLUTSampler, vec2(y + 8.0, abs(d * dX)) / vec2(16.0)) * dX; } void main() { vec2 param = vFrom; vec2 param_1 = vTo; oFragColor = computeCoverage(param, param_1, SPIRV_Cross_CombineduAreaLUTuSampler); }