#ifndef _RECT_FRAG_ #define _RECT_FRAG_ #include "rect.glsl" float rect_coverage (Rect r, vec2 p) { vec2 dFdp = abs(fwidth (p)); Rect prect = Rect(vec4(p - 0.5 * dFdp, p + 0.5 * dFdp)); Rect coverect = rect_intersect (r, prect); vec2 coverage = rect_size(coverect) / dFdp; return coverage.x * coverage.y; } #endif