42 lines
1.5 KiB
GLSL
42 lines
1.5 KiB
GLSL
// pathfinder/shaders/gles2/xcaa-mono-subpixel-resolve.fs.glsl
|
|
//
|
|
// Copyright (c) 2017 The Pathfinder Project Developers.
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
|
|
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
|
|
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
|
|
// option. This file may not be copied, modified, or distributed
|
|
// except according to those terms.
|
|
|
|
precision mediump float;
|
|
|
|
uniform vec4 uBGColor;
|
|
uniform vec4 uFGColor;
|
|
uniform sampler2D uAAAlpha;
|
|
uniform ivec2 uAAAlphaDimensions;
|
|
|
|
varying vec2 vTexCoord;
|
|
|
|
float sampleSource(float deltaX) {
|
|
return 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);
|
|
gl_FragColor = vec4(color, any(greaterThan(shades, vec3(0.0))) ? uFGColor.a : uBGColor.a);
|
|
}
|