pathfinder/shaders/gles2
Patrick Walton 0e9144286e Fix the calculation of `dP` in the XCAA multicolor edge mask. 2017-11-27 15:43:47 -08:00
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blit-gamma.fs.glsl Use the LUT to gamma correct text, and fix stem darkening math 2017-11-07 17:24:19 -08:00
blit-linear.fs.glsl Use the LUT to gamma correct text, and fix stem darkening math 2017-11-07 17:24:19 -08:00
blit.vs.glsl Do some work on shader documentation 2017-10-26 20:30:47 -07:00
common.inc.glsl Remove incorrect commented-out shader code 2017-11-21 15:54:18 -08:00
composite-alpha-mask.fs.glsl Add partial support for clip paths in the SVG demo. 2017-11-03 14:14:29 -07:00
composite-alpha-mask.vs.glsl Add partial support for clip paths in the SVG demo. 2017-11-03 14:14:29 -07:00
demo-3d-distant-glyph.fs.glsl Fix blending in the text demo. 2017-10-26 20:15:51 -07:00
demo-3d-distant-glyph.vs.glsl Draw distant glyphs as prerendered images in the 3D demo. 2017-10-18 16:19:19 -07:00
demo-3d-monument.fs.glsl Add some basic Phong shading to the monument 2017-11-03 18:49:25 -07:00
demo-3d-monument.vs.glsl Add some basic Phong shading to the monument 2017-11-03 18:49:25 -07:00
direct-3d-curve.vs.glsl Add the normal angle to the shaders used in the 3D demo 2017-11-10 15:03:43 -08:00
direct-3d-interior.vs.glsl Add the normal angle to the shaders used in the 3D demo 2017-11-10 15:03:43 -08:00
direct-curve.fs.glsl Stop using multiple render targets. 2017-10-20 22:04:53 -07:00
direct-curve.vs.glsl Support stem darkening in SSAA mode. 2017-11-09 16:20:15 -08:00
direct-interior.fs.glsl Stop using multiple render targets. 2017-10-20 22:04:53 -07:00
direct-interior.vs.glsl Support stem darkening in SSAA mode. 2017-11-09 16:20:15 -08:00
ecaa-curve.vs.glsl Support stem darkening in SSAA mode. 2017-11-09 16:20:15 -08:00
ecaa-line.vs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
mcaa-cover.fs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
mcaa-cover.vs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
mcaa-curve.vs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
mcaa-line.vs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
ssaa-subpixel-resolve.fs.glsl Flesh out the integration test more 2017-11-17 17:06:59 -08:00
xcaa-curve.fs.glsl Don't clip curves to the left and right sides of the pixel column twice 2017-11-21 15:51:27 -08:00
xcaa-edge-detect.fs.glsl Add a working experimental implementation of XCAA for SVG. 2017-10-20 19:41:18 -07:00
xcaa-edge-detect.vs.glsl Add a working experimental implementation of XCAA for SVG. 2017-10-20 19:41:18 -07:00
xcaa-line.fs.glsl Don't clip curves to the left and right sides of the pixel column twice 2017-11-21 15:51:27 -08:00
xcaa-mono-resolve.fs.glsl Fix blending in the text demo. 2017-10-26 20:15:51 -07:00
xcaa-mono-resolve.vs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
xcaa-mono-subpixel-resolve.fs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
xcaa-mono-subpixel-resolve.vs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
xcaa-multi-direct-curve.fs.glsl Remove one direct rendering pass from the multicolor XCAA path 2017-10-31 12:41:38 -07:00
xcaa-multi-direct-curve.vs.glsl Update the XCAA multi direct shaders to support normals. 2017-11-09 16:42:53 -08:00
xcaa-multi-direct-interior.fs.glsl Enable early Z in the XCAA multicolor direct interior pass 2017-11-11 14:45:28 -08:00
xcaa-multi-direct-interior.vs.glsl Update the XCAA multi direct shaders to support normals. 2017-11-09 16:42:53 -08:00
xcaa-multi-edge-mask-curve.fs.glsl Don't clip curves to the left and right sides of the pixel column twice 2017-11-21 15:51:27 -08:00
xcaa-multi-edge-mask-line.fs.glsl Fix the calculation of `dP` in the XCAA multicolor edge mask. 2017-11-27 15:43:47 -08:00
xcaa-multi-resolve.fs.glsl Replace the multicolor (SVG) XCAA with a multipass compositing algorithm 2017-10-30 15:28:35 -07:00
xcaa-multi-resolve.vs.glsl Add a working experimental implementation of XCAA for SVG. 2017-10-20 19:41:18 -07:00