pathfinder/shaders
Patrick Walton 520817e909 Add OpenGL 4.3 support to the GL backend, enabling compute shader on
non-Metal platforms
2020-05-07 16:33:03 -07:00
..
Makefile Add OpenGL 4.3 support to the GL backend, enabling compute shader on 2020-05-07 16:33:03 -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