// pathfinder/shaders/gles2/xcaa-multi-direct-curve.fs.glsl // // Copyright (c) 2017 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , 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; varying vec2 vPathID; varying vec2 vTexCoord; varying float vSign; void main() { float side = vTexCoord.x * vTexCoord.x - vTexCoord.y; float alpha = float(sign(side) == sign(vSign)); gl_FragColor = vec4(vPathID, 0.0, alpha); }