Commit Graph

5 Commits

Author SHA1 Message Date
Patrick Walton 6e13fb171c Use a lookup table to do area calculations instead of Loop-Blinn-style
distance-to-edge for stencil analytic antialiasing.

This improves the rendering quality of stencil AAA significantly.

Additionally, this adds an approximation of Core Graphics' (macOS')
defringing filter.

Closes #73.
2018-03-19 14:35:36 -07:00
Patrick Walton f3841ef402 Document more shader parameters 2018-01-04 18:07:14 -08:00
Patrick Walton 017a2e2f8c Provide brief documentation of each shader 2017-12-30 20:32:51 -05:00
Patrick Walton 0506365cc7 Fix blending in the text demo.
As a nice added cleanup, this commit standardizes on the red channel for
all monochrome textures.
2017-10-26 20:15:51 -07:00
Patrick Walton 314185684c Implement stem darkening and split ECAA into ECAA and MCAA.
We now implement stem darkening (also known as font dilation) like
macOS and FreeType under certain configurations. This pushes out font
outlines along their normals slightly in order to make small text easier
to read. This is especially important when performing gamma correction,
as otherwise text can end up too light.

Because the stem darkening is implemented in the vertex shader, it can
easily break the mesh. Therefore, I needed to implement a new rendering
mode that does not use the mesh. It's a variant of ECAA, and for
clarity's sake I've renamed the related antialiasing methods:

* MCAA stands for "mesh coverage antialiasing" and is the new name for
what was called "ECAA" prior to this patch.

* ECAA now stands for "edge coverage antialiasing". It does not use the
mesh but rather computes winding numbers from scratch for every pixel.
Surprisingly, despite being worse asymptotically, this usually ends up
being faster than MCAA at small font sizes, presumably because there are
fewer vertices to transform.

* XCAA, "exact coverage antialiasing" is a generic term that refers to
both ECAA and MCAA. References to ECAA have been changed to XCAA as
needed.
2017-10-15 13:28:49 -07:00
Renamed from shaders/gles2/ecaa-mono-resolve.fs.glsl (Browse further)