pathfinder/shaders
Patrick Walton 36538d5748 Implement a few more blend modes and switch to premultiplied alpha for layer
compositing
2020-02-20 22:22:15 -08:00
..
Makefile Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
debug_solid.fs.glsl Add Metal shaders, cross-compiled from the GLSL via SPIR-V. 2019-06-05 18:29:25 -07:00
debug_solid.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
debug_texture.fs.glsl Add Metal shaders, cross-compiled from the GLSL via SPIR-V. 2019-06-05 18:29:25 -07:00
debug_texture.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
demo_ground.fs.glsl Add Metal shaders, cross-compiled from the GLSL via SPIR-V. 2019-06-05 18:29:25 -07:00
demo_ground.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
fill.fs.glsl Add Metal shaders, cross-compiled from the GLSL via SPIR-V. 2019-06-05 18:29:25 -07:00
fill.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
filter.vs.glsl Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
filter_basic.fs.glsl Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
filter_text.fs.glsl Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
filter_text_convolve.inc.glsl Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
filter_text_gamma_correct.inc.glsl Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
mask.vs.glsl Implement the even-odd fill rule 2020-02-17 14:44:48 -08:00
mask_evenodd.fs.glsl Implement the even-odd fill rule 2020-02-17 14:44:48 -08:00
mask_winding.fs.glsl Get clips working for canvas 2020-02-16 13:45:15 -08:00
reproject.fs.glsl Add Metal shaders, cross-compiled from the GLSL via SPIR-V. 2019-06-05 18:29:25 -07:00
reproject.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
stencil.fs.glsl Add Metal shaders, cross-compiled from the GLSL via SPIR-V. 2019-06-05 18:29:25 -07:00
stencil.vs.glsl Add Metal shaders, cross-compiled from the GLSL via SPIR-V. 2019-06-05 18:29:25 -07:00
tile_alpha.fs.glsl Implement a few more blend modes and switch to premultiplied alpha for layer 2020-02-20 22:22:15 -08:00
tile_alpha.vs.glsl Add a separate mask blit step, in preparation for supporting clips. 2020-02-14 21:56:43 -08:00
tile_solid.fs.glsl Switch to per-pixel texture lookup for paints. 2020-02-04 21:50:13 -08:00
tile_solid.vs.glsl Implement basic linear gradients. 2020-02-10 16:01:05 -08:00