pathfinder/resources/shaders/metal
Patrick Walton 5421525eaa Implement the HSL filters (called "non-separable blend modes" in the spec).
These cannot be implemented with the standard OpenGL blending functions, so we
have to do them manually in a shader, which requires a good deal of machinery
to create intermediate framebuffers and so forth.
2020-02-24 15:37:44 -08:00
..
debug_solid.fs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
debug_solid.vs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
debug_texture.fs.metal Update `spirv-cross` to upstream master. 2019-06-21 07:24:24 -07:00
debug_texture.vs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
demo_ground.fs.metal Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
demo_ground.vs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
fill.fs.metal Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
fill.vs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
filter.vs.metal Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
filter_basic.fs.metal Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
filter_text.fs.metal Rename "postprocessing" to "effects" and start initial work on composite ops 2020-02-20 14:22:07 -08:00
mask.vs.metal Implement the even-odd fill rule 2020-02-17 14:44:48 -08:00
mask_evenodd.fs.metal Implement the even-odd fill rule 2020-02-17 14:44:48 -08:00
mask_winding.fs.metal Get clips working for canvas 2020-02-16 13:45:15 -08:00
mask_winding.vs.metal Get clips working for canvas 2020-02-16 13:45:15 -08:00
post.fs.metal Update `spirv-cross` to upstream master. 2019-06-21 07:24:24 -07:00
post.vs.metal Update the postprocessing shader and vertex array for the Metal changes. 2019-06-21 18:04:18 -07:00
reproject.fs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
reproject.vs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
stencil.fs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
stencil.vs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
tile_alpha.fs.metal Implement a few more blend modes and switch to premultiplied alpha for layer 2020-02-20 22:22:15 -08:00
tile_alpha.vs.metal Add a separate mask blit step, in preparation for supporting clips. 2020-02-14 21:56:43 -08:00
tile_alpha_hsl.fs.metal Implement the HSL filters (called "non-separable blend modes" in the spec). 2020-02-24 15:37:44 -08:00
tile_alpha_monochrome.vs.metal Use a 3D transform in the tile vertex shaders. 2019-06-25 11:32:39 -07:00
tile_alpha_multicolor.vs.metal Use a 3D transform in the tile vertex shaders. 2019-06-25 11:32:39 -07:00
tile_copy.fs.metal Implement the HSL filters (called "non-separable blend modes" in the spec). 2020-02-24 15:37:44 -08:00
tile_copy.vs.metal Implement the HSL filters (called "non-separable blend modes" in the spec). 2020-02-24 15:37:44 -08:00
tile_solid.fs.metal Switch to per-pixel texture lookup for paints. 2020-02-04 21:50:13 -08:00
tile_solid.vs.metal Implement basic linear gradients. 2020-02-10 16:01:05 -08:00
tile_solid_monochrome.vs.metal Use a 3D transform in the tile vertex shaders. 2019-06-25 11:32:39 -07:00
tile_solid_multicolor.vs.metal Use a 3D transform in the tile vertex shaders. 2019-06-25 11:32:39 -07:00