pathfinder/shaders/gles2/xcaa-multi-edge-mask-line.f...

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// pathfinder/shaders/gles2/xcaa-multi-edge-mask-line.vs.glsl
//
// 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.
precision highp float;
varying vec4 vEndpoints;
varying float vWinding;
void main() {
// Unpack.
vec2 pixelCenter = gl_FragCoord.xy;
vec2 p0 = vEndpoints.xy, p1 = vEndpoints.zw;
// Clip to left and right pixel boundaries.
vec2 dP = p1 - p0;
vec4 p0DPX = clipLineToPixelColumn(p0, dP, pixelCenter.x);
// Discard if not edge.
if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw - p0DPX.xy, pixelCenter.y))
discard;
gl_FragColor = vec4(1.0);
}