// pathfinder/shaders/gles2/xcaa-mono-subpixel-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. //! Performs subpixel antialiasing for LCD screens by converting a //! 3x-oversampled single-channel color buffer to an RGB framebuffer, applying //! the FreeType color defringing filter as necessary. precision mediump float; /// The background color of the monochrome path. uniform vec4 uBGColor; /// The foreground color of the monochrome path. uniform vec4 uFGColor; /// The alpha coverage texture. uniform sampler2D uAAAlpha; /// The dimensions of the alpha coverage texture, in texels. uniform ivec2 uAAAlphaDimensions; varying vec2 vTexCoord; float sampleSource(float deltaX) { return abs(texture2D(uAAAlpha, vec2(vTexCoord.s + deltaX, vTexCoord.y)).r); } void main() { float onePixel = 1.0 / float(uAAAlphaDimensions.x); float shade0 = sampleSource(0.0); vec3 shadeL = vec3(sampleSource(-1.0 * onePixel), sampleSource(-2.0 * onePixel), sampleSource(-3.0 * onePixel)); vec3 shadeR = vec3(sampleSource(1.0 * onePixel), sampleSource(2.0 * onePixel), sampleSource(3.0 * onePixel)); vec3 shades = vec3(lcdFilter(shadeL.z, shadeL.y, shadeL.x, shade0, shadeR.x), lcdFilter(shadeL.y, shadeL.x, shade0, shadeR.x, shadeR.y), lcdFilter(shadeL.x, shade0, shadeR.x, shadeR.y, shadeR.z)); vec3 color = mix(uBGColor.rgb, uFGColor.rgb, shades); float alpha = any(greaterThan(shades, vec3(0.0))) ? uFGColor.a : uBGColor.a; gl_FragColor = alpha * vec4(color, 1.0); }