// 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; uniform vec4 uKernel; varying vec2 vTexCoord; void main() { float onePixel = 1.0 / float(uAAAlphaDimensions.x); vec4 shadesL, shadesR; float shadeC; sample9Tap(shadesL, shadeC, shadesR, uAAAlpha, vTexCoord, onePixel, uKernel); vec3 shades = vec3(convolve7Tap(shadesL, vec3(shadeC, shadesR.xy), uKernel), convolve7Tap(vec4(shadesL.yzw, shadeC), shadesR.xyz, uKernel), convolve7Tap(vec4(shadesL.zw, shadeC, shadesR.x), shadesR.yzw, uKernel)); 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); }