..
debug_solid.fs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
debug_solid.vs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
debug_texture.fs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
debug_texture.vs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
demo_ground.fs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
demo_ground.vs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
fill.fs.glsl
Add Metal support.
2019-06-20 11:47:22 -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
Implement the HSL filters (called "non-separable blend modes" in the spec).
2020-02-24 15:37:44 -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
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
mask_winding.vs.glsl
Get clips working for canvas
2020-02-16 13:45:15 -08:00
post.fs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
post.vs.glsl
Update the postprocessing shader and vertex array for the Metal changes.
2019-06-21 18:04:18 -07:00
reproject.fs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
reproject.vs.glsl
Update `spirv-cross` to upstream master.
2019-06-21 07:24:24 -07:00
stencil.fs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
stencil.vs.glsl
Add Metal support.
2019-06-20 11:47:22 -07:00
tile_alpha.fs.glsl
Implement the HSL filters (called "non-separable blend modes" in the spec).
2020-02-24 15:37:44 -08:00
tile_alpha.vs.glsl
Implement the HSL filters (called "non-separable blend modes" in the spec).
2020-02-24 15:37:44 -08:00
tile_alpha_hsl.fs.glsl
Implement the HSL filters (called "non-separable blend modes" in the spec).
2020-02-24 15:37:44 -08:00
tile_alpha_monochrome.vs.glsl
Use a 3D transform in the tile vertex shaders.
2019-06-25 11:32:39 -07:00
tile_alpha_multicolor.vs.glsl
Use a 3D transform in the tile vertex shaders.
2019-06-25 11:32:39 -07:00
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
Implement the HSL filters (called "non-separable blend modes" in the spec).
2020-02-24 15:37:44 -08:00
tile_solid.fs.glsl
Implement the HSL filters (called "non-separable blend modes" in the spec).
2020-02-24 15:37:44 -08:00
tile_solid.vs.glsl
Implement basic linear gradients.
2020-02-10 16:01:05 -08:00
tile_solid_monochrome.vs.glsl
Use a 3D transform in the tile vertex shaders.
2019-06-25 11:32:39 -07:00
tile_solid_multicolor.vs.glsl
Use a 3D transform in the tile vertex shaders.
2019-06-25 11:32:39 -07:00