pathfinder/shaders
Patrick Walton 6c996981a3 Fix some transform issues and implement transformed radial gradients in SVG.
In particular, this fixes the usvg-to-Pathfinder transform conversion and the
definition of `Transform2F::row_major()`.

Makes `drops.svg` from the MPVG samples work.
2020-04-20 16:40:02 -07:00
..
Makefile Replace the individual tile shaders with an ubershader 2020-03-25 21:59:51 -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.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
fill.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -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 Fix some transform issues and implement transformed radial gradients in SVG. 2020-04-20 16:40:02 -07:00
tile.vs.glsl Update WebGL backend for recent changes 2020-04-16 12:02:42 -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