// pathfinder/shaders/gles2/xcaa-line.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; varying vec4 vEndpoints; varying float vWinding; void main() { // Unpack. vec2 center = gl_FragCoord.xy; vec2 p0 = vEndpoints.xy, p1 = vEndpoints.zw; // Compute area. gl_FragColor = vec4(computeCoverage(p0, p1 - p0, center, vWinding)); }