2017-10-09 17:14:24 -04:00
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// pathfinder/shaders/gles2/xcaa-multi-resolve.fs.glsl
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2017-08-16 19:37:39 -04:00
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//
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2017-10-03 18:32:03 -04:00
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// Copyright (c) 2017 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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2017-08-16 19:37:39 -04:00
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precision highp float;
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2017-10-20 19:29:05 -04:00
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uniform ivec2 uPathColorsDimensions;
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2017-08-17 23:09:18 -04:00
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uniform sampler2D uAAAlpha;
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2017-10-30 16:34:55 -04:00
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uniform sampler2D uAADepth;
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uniform sampler2D uPathColors;
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varying vec2 vTexCoord;
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void main() {
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float edgeDepth = texture2D(uAADepth, vTexCoord).r;
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int edgePathID = convertWindowDepthValueToPathIndex(edgeDepth);
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vec4 edgeColor = fetchFloat4Data(uPathColors, edgePathID, uPathColorsDimensions);
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2017-11-23 00:10:51 -05:00
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float edgeAlpha = abs(texture2D(uAAAlpha, vTexCoord).r);
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gl_FragColor = vec4(edgeColor.rgb, edgeColor.a * edgeAlpha);
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gl_FragDepthEXT = edgeDepth;
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2017-08-16 19:37:39 -04:00
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}
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