// pathfinder/shaders/gles2/xcaa-multi-edge-mask-line.vs.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 pixelCenter = gl_FragCoord.xy; vec2 p0 = vEndpoints.xy, p1 = vEndpoints.zw; // Clip to left and right pixel boundaries. vec2 dP = p1 - p0; vec4 p0DPX = clipLineToPixelColumn(p0, dP, pixelCenter.x); // Discard if not edge. if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw - p0DPX.xy, pixelCenter.y)) discard; gl_FragColor = vec4(1.0); }