pathfinder/shaders
Patrick Walton f607b607b0 Composite render targets using tiles, taking the Z-buffer into account.
We can do more tile-based optimization, but this should be enough to ensure a
correct rendering.

This temporarily breaks subpixel AA, but it should be fixable by modifying
`blur.fs.glsl`.

Closes #271.
2020-03-02 20:10:10 -08:00
..
Makefile Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
blit.fs.glsl Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
blit.vs.glsl Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -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
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 Factor out common functions used in tile alpha shaders 2020-02-24 19:42:32 -08:00
tile_alpha.vs.glsl Explicitly cast `aTessCoord` to `vec2` for WebGL compatibility 2020-02-28 12:49:21 -08:00
tile_alpha_difference.fs.glsl Implement the difference and exclusion blend modes 2020-02-25 14:55:58 -08:00
tile_alpha_dodgeburn.fs.glsl Implement color dodge and color burn blend modes 2020-02-25 11:37:42 -08:00
tile_alpha_exclusion.fs.glsl Implement the difference and exclusion blend modes 2020-02-25 14:55:58 -08:00
tile_alpha_hsl.fs.glsl Factor out 3-element selection into a `select3()` function 2020-02-24 21:21:30 -08:00
tile_alpha_overlay.fs.glsl Implement multiply, screen, hard light, and overlay blend modes. 2020-02-24 21:23:17 -08:00
tile_alpha_sample.inc.glsl Separate opacity out from paint. 2020-02-26 12:43:07 -08:00
tile_alpha_softlight.fs.glsl Add the soft light blend mode 2020-02-25 14:39:06 -08:00
tile_copy.fs.glsl Implement the HSL filters (called "non-separable blend modes" in the spec). 2020-02-24 15:37:44 -08:00
tile_copy.vs.glsl Explicitly cast `aTessCoord` to `vec2` for WebGL compatibility 2020-02-28 12:49:21 -08:00
tile_filter.vs.glsl Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
tile_filter_blur.fs.glsl Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
tile_filter_text.fs.glsl Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
tile_filter_text_convolve.inc.glsl Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
tile_filter_text_gamma_correct.inc.glsl Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
tile_solid.fs.glsl Implement the remaining Porter-Duff compositing operators 2020-02-25 18:37:23 -08:00
tile_solid.vs.glsl Explicitly cast `aTessCoord` to `vec2` for WebGL compatibility 2020-02-28 12:49:21 -08:00