pathfinder/shaders/gles2/xcaa-multi-resolve.fs.glsl

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// pathfinder/shaders/gles2/xcaa-multi-resolve.fs.glsl
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//
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// Copyright (c) 2017 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
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precision highp float;
uniform ivec2 uPathColorsDimensions;
uniform sampler2D uAAAlpha;
uniform sampler2D uAADepth;
uniform sampler2D uPathColors;
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varying vec2 vTexCoord;
void main() {
float edgeDepth = texture2D(uAADepth, vTexCoord).r;
int edgePathID = convertWindowDepthValueToPathIndex(edgeDepth);
vec4 edgeColor = fetchFloat4Data(uPathColors, edgePathID, uPathColorsDimensions);
float edgeAlpha = texture2D(uAAAlpha, vTexCoord).r;
gl_FragColor = vec4(edgeColor.rgb, edgeColor.a * edgeAlpha);
gl_FragDepthEXT = edgeDepth;
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}