// pathfinder/shaders/gles2/ecaa-cover.fs.glsl // // Copyright (c) 2017 Mozilla Foundation precision highp float; varying vec2 vHorizontalExtents; void main() { vec2 sides = gl_FragCoord.xx + vec2(-0.5, 0.5); vec2 clampedSides = clamp(vHorizontalExtents, sides.x, sides.y); gl_FragColor = vec4(vec3(clampedSides.y - clampedSides.x), 1.0); }