// pathfinder/shaders/gles2/xcaa-multi-resolve.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. precision highp float; uniform ivec2 uPathColorsDimensions; uniform sampler2D uAAAlpha; uniform sampler2D uAADepth; uniform sampler2D uPathColors; varying vec2 vTexCoord; void main() { float edgeDepth = texture2D(uAADepth, vTexCoord).r; int edgePathID = convertWindowDepthValueToPathIndex(edgeDepth); vec4 edgeColor = fetchFloat4Data(uPathColors, edgePathID, uPathColorsDimensions); float edgeAlpha = texture2D(uAAAlpha, vTexCoord).r; gl_FragColor = vec4(edgeColor.rgb, edgeColor.a * edgeAlpha); gl_FragDepthEXT = edgeDepth; }