Only run the ECAA mask shader on edge pixels
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@ -147,11 +147,11 @@ const SHADER_URLS: ShaderMap<ShaderProgramURLs> = {
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},
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},
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xcaaMultiEdgeMaskCurve: {
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xcaaMultiEdgeMaskCurve: {
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fragment: "/glsl/gles2/xcaa-multi-edge-mask-curve.fs.glsl",
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fragment: "/glsl/gles2/xcaa-multi-edge-mask-curve.fs.glsl",
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vertex: "/glsl/gles2/ecaa-curve.vs.glsl",
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vertex: "/glsl/gles2/ecaa-multi-edge-mask-curve.vs.glsl",
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},
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},
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xcaaMultiEdgeMaskLine: {
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xcaaMultiEdgeMaskLine: {
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fragment: "/glsl/gles2/xcaa-multi-edge-mask-line.fs.glsl",
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fragment: "/glsl/gles2/xcaa-multi-edge-mask-line.fs.glsl",
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vertex: "/glsl/gles2/ecaa-line.vs.glsl",
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vertex: "/glsl/gles2/ecaa-multi-edge-mask-line.vs.glsl",
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},
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},
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xcaaMultiResolve: {
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xcaaMultiResolve: {
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fragment: "/glsl/gles2/xcaa-multi-resolve.fs.glsl",
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fragment: "/glsl/gles2/xcaa-multi-resolve.fs.glsl",
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@ -220,6 +220,45 @@ bool computeECAAQuadPosition(out vec2 outPosition,
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return true;
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return true;
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}
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}
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bool computeECAAMultiEdgeMaskQuadPosition(out vec2 outPosition,
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inout vec2 leftPosition,
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inout vec2 rightPosition,
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vec2 quadPosition,
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ivec2 framebufferSize,
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vec4 localTransformST,
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mat4 globalTransform) {
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leftPosition = transformVertexPositionST(leftPosition, localTransformST);
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rightPosition = transformVertexPositionST(rightPosition, localTransformST);
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leftPosition = transformVertexPosition(leftPosition, globalTransform);
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rightPosition = transformVertexPosition(rightPosition, globalTransform);
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leftPosition = convertClipToScreenSpace(leftPosition, framebufferSize);
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rightPosition = convertClipToScreenSpace(rightPosition, framebufferSize);
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float winding = sign(leftPosition.x - rightPosition.x);
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if (winding > 0.0) {
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vec2 tmp = leftPosition;
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leftPosition = rightPosition;
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rightPosition = tmp;
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}
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if (rightPosition.x - leftPosition.x <= EPSILON) {
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outPosition = vec2(0.0);
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return false;
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}
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vec2 verticalExtents = vec2(min(leftPosition.y, rightPosition.y),
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max(leftPosition.y, rightPosition.y));
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vec4 roundedExtents = vec4(floor(vec2(leftPosition.x, verticalExtents.x)),
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ceil(vec2(rightPosition.x, verticalExtents.y)));
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vec2 position = mix(roundedExtents.xy, roundedExtents.zw, quadPosition);
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outPosition = convertScreenToClipSpace(position, framebufferSize);
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return true;
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}
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bool slopeIsNegative(vec2 dp) {
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bool slopeIsNegative(vec2 dp) {
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return dp.y < 0.0;
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return dp.y < 0.0;
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}
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}
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@ -0,0 +1,54 @@
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// pathfinder/shaders/gles2/ecaa-multi-edge-mask-curve.vs.glsl
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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 mat4 uTransform;
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uniform ivec2 uFramebufferSize;
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uniform ivec2 uPathTransformDimensions;
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uniform sampler2D uPathTransform;
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attribute vec2 aQuadPosition;
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attribute vec2 aLeftPosition;
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attribute vec2 aControlPointPosition;
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attribute vec2 aRightPosition;
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attribute float aPathID;
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varying vec4 vEndpoints;
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varying vec2 vControlPoint;
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void main() {
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vec2 leftPosition = aLeftPosition;
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vec2 controlPointPosition = aControlPointPosition;
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vec2 rightPosition = aRightPosition;
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int pathID = int(aPathID);
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vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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// Transform the points, and compute the position of this vertex.
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vec2 position;
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if (computeECAAMultiEdgeMaskQuadPosition(position,
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leftPosition,
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rightPosition,
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aQuadPosition,
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uFramebufferSize,
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transform,
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uTransform)) {
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controlPointPosition = transformVertexPositionST(controlPointPosition, transform);
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controlPointPosition = transformVertexPosition(controlPointPosition, uTransform);
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controlPointPosition = convertClipToScreenSpace(controlPointPosition, uFramebufferSize);
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}
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float depth = convertPathIndexToViewportDepthValue(pathID);
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gl_Position = vec4(position, depth, 1.0);
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vEndpoints = vec4(leftPosition, rightPosition);
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vControlPoint = controlPointPosition;
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}
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@ -0,0 +1,47 @@
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// pathfinder/shaders/gles2/ecaa-multi-edge-mask-line.vs.glsl
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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 mat4 uTransform;
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uniform vec4 uHints;
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uniform ivec2 uFramebufferSize;
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uniform ivec2 uPathTransformDimensions;
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uniform sampler2D uPathTransform;
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attribute vec2 aQuadPosition;
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attribute vec2 aLeftPosition;
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attribute vec2 aRightPosition;
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attribute float aPathID;
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varying vec4 vEndpoints;
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void main() {
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vec2 leftPosition = aLeftPosition;
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vec2 rightPosition = aRightPosition;
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int pathID = int(aPathID);
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vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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// Transform the points, and compute the position of this vertex.
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vec2 position;
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computeECAAMultiEdgeMaskQuadPosition(position,
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leftPosition,
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rightPosition,
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aQuadPosition,
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uFramebufferSize,
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transform,
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uTransform);
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float depth = convertPathIndexToViewportDepthValue(pathID);
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gl_Position = vec4(position, depth, 1.0);
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vEndpoints = vec4(leftPosition, rightPosition);
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}
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@ -12,7 +12,6 @@ precision highp float;
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varying vec4 vEndpoints;
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varying vec4 vEndpoints;
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varying vec2 vControlPoint;
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varying vec2 vControlPoint;
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varying float vWinding;
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void main() {
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void main() {
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// Unpack.
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// Unpack.
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@ -11,7 +11,6 @@
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precision highp float;
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precision highp float;
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varying vec4 vEndpoints;
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varying vec4 vEndpoints;
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varying float vWinding;
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void main() {
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void main() {
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// Unpack.
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// Unpack.
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