pathfinder/shaders/gles2/xcaa-multi-direct-curve.fs....

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// pathfinder/shaders/gles2/xcaa-multi-direct-curve.fs.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.
// This shader implements the quadratic Loop-Blinn formulation.
precision highp float;
uniform ivec2 uFramebufferSize;
uniform sampler2D uEdgeDepth;
varying vec4 vColor;
varying vec2 vTexCoord;
varying float vSign;
void main() {
vec2 center = floor(gl_FragCoord.xy);
float depth = gl_FragCoord.z;
vec2 texCoord = floor(center) / vec2(uFramebufferSize);
// TODO(pcwalton): Get back early Z somehow?
if (depth == texture2D(uEdgeDepth, texCoord).r)
discard;
float side = vTexCoord.x * vTexCoord.x - vTexCoord.y;
if (sign(side) != sign(vSign))
discard;
gl_FragColor = vColor;
}