pathfinder/shaders
Patrick Walton 478008dcf0 Use all four channels in the mask texture.
Each bundle of four pixels on a scanline is packed into the RGBA channels of
the mask texture. The area LUT is also expanded to be RGBA so that four pixels'
worth of areas can be looked up at once.

Nice improvement on `paris-30k` from MPVG.

Closes #262.
2020-05-05 13:11:37 -07:00
..
Makefile Add a compute shader path, optimize GPU memory management, and switch from SDL 2020-04-30 13:33:29 -07:00
blit.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
blit.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
debug_solid.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
debug_solid.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
debug_texture.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
debug_texture.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
demo_ground.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
demo_ground.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
fill.cs.glsl Use all four channels in the mask texture. 2020-05-05 13:11:37 -07:00
fill.fs.glsl Use all four channels in the mask texture. 2020-05-05 13:11:37 -07:00
fill.inc.glsl Use all four channels in the mask texture. 2020-05-05 13:11:37 -07:00
fill.vs.glsl Use all four channels in the mask texture. 2020-05-05 13:11:37 -07:00
reproject.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
reproject.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
stencil.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
stencil.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
tile.fs.glsl Use all four channels in the mask texture. 2020-05-05 13:11:37 -07:00
tile.vs.glsl Use all four channels in the mask texture. 2020-05-05 13:11:37 -07:00
tile_clip.fs.glsl Use all four channels in the mask texture. 2020-05-05 13:11:37 -07:00
tile_clip.vs.glsl Implement the infrastructure needed to support multiple clip paths. 2020-04-21 18:25:20 -07:00
tile_copy.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
tile_copy.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00