pathfinder/shaders/gles2
Patrick Walton 5879d9778d Replace the MCAA shader with an extended Loop-Blinn approach and an
approximation of area based on approximate first-order line distance.

This enables support for full affine transforms in MCAA. It also greatly
simplifies the shader and reduces the amount of work that the GPU needs
to do for fragment shading.

Experimental testing has shown the area approximation to be accurate to
about 4%.
2018-02-02 18:28:41 -08:00
..
blit-gamma.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
blit-linear.fs.glsl Document the blit shaders 2017-12-28 11:46:44 -05:00
blit.vs.glsl Document most uniforms in shaders 2018-01-04 17:32:20 -08:00
common.inc.glsl Replace the MCAA shader with an extended Loop-Blinn approach and an 2018-02-02 18:28:41 -08:00
conservative-interior.vs.glsl Replace the MCAA shader with an extended Loop-Blinn approach and an 2018-02-02 18:28:41 -08:00
demo-3d-distant-glyph.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
demo-3d-distant-glyph.vs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
demo-3d-monument.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
demo-3d-monument.vs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
direct-3d-curve.vs.glsl Simplify the B-quad vertex position VBO to have a uniform format, and 2018-01-11 19:25:02 -08:00
direct-3d-interior.vs.glsl Provide brief documentation of each shader 2017-12-30 20:32:51 -05:00
direct-curve.fs.glsl Port Pathfinder to use Lyon for Bézier curve math. 2018-01-29 12:47:47 -08:00
direct-curve.vs.glsl Simplify the B-quad vertex position VBO to have a uniform format, and 2018-01-11 19:25:02 -08:00
direct-interior.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
direct-interior.vs.glsl Simplify the B-quad vertex position VBO to have a uniform format, and 2018-01-11 19:25:02 -08:00
ecaa-curve.fs.glsl Merge MCAA monochrome and multicolor shaders. 2018-01-03 15:22:28 -08:00
ecaa-curve.vs.glsl Simplify the B-quad vertex position VBO to have a uniform format, and 2018-01-11 19:25:02 -08:00
ecaa-line.fs.glsl Merge MCAA monochrome and multicolor shaders. 2018-01-03 15:22:28 -08:00
ecaa-line.vs.glsl Simplify the B-quad vertex position VBO to have a uniform format, and 2018-01-11 19:25:02 -08:00
ecaa-transformed-curve.vs.glsl Simplify the B-quad vertex position VBO to have a uniform format, and 2018-01-11 19:25:02 -08:00
mcaa.fs.glsl Replace the MCAA shader with an extended Loop-Blinn approach and an 2018-02-02 18:28:41 -08:00
mcaa.vs.glsl Replace the MCAA shader with an extended Loop-Blinn approach and an 2018-02-02 18:28:41 -08:00
ssaa-subpixel-resolve.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
xcaa-mono-resolve.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
xcaa-mono-resolve.vs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
xcaa-mono-subpixel-resolve.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
xcaa-mono-subpixel-resolve.vs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00