2017-10-31 15:41:38 -04:00
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// pathfinder/shaders/gles2/xcaa-multi-direct-interior.fs.glsl
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2017-10-30 16:34:55 -04:00
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//
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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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precision highp float;
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uniform ivec2 uFramebufferSize;
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uniform sampler2D uEdgeDepth;
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varying vec4 vColor;
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void main() {
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vec2 center = floor(gl_FragCoord.xy);
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float depth = gl_FragCoord.z;
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vec2 texCoord = floor(center) / vec2(uFramebufferSize);
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2017-10-31 15:41:38 -04:00
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// TODO(pcwalton): Get back early Z somehow?
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if (depth == texture2D(uEdgeDepth, texCoord).r)
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2017-10-30 16:34:55 -04:00
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discard;
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gl_FragColor = vColor;
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}
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