pathfinder/shaders/gles2
Tristan Hume dd934211af Fixes #51 by introducing a variable for an early return boolean.
This works around a bug in the macOS Nvidia shader compiler
in 2014 rMBPs.
2017-12-05 21:09:58 -05:00
..
blit-gamma.fs.glsl Use the LUT to gamma correct text, and fix stem darkening math 2017-11-07 17:24:19 -08:00
blit-linear.fs.glsl Use the LUT to gamma correct text, and fix stem darkening math 2017-11-07 17:24:19 -08:00
blit.vs.glsl Do some work on shader documentation 2017-10-26 20:30:47 -07:00
common.inc.glsl Fixes #51 by introducing a variable for an early return boolean. 2017-12-05 21:09:58 -05:00
composite-alpha-mask.fs.glsl Add partial support for clip paths in the SVG demo. 2017-11-03 14:14:29 -07:00
composite-alpha-mask.vs.glsl Add partial support for clip paths in the SVG demo. 2017-11-03 14:14:29 -07:00
demo-3d-distant-glyph.fs.glsl Fix blending in the text demo. 2017-10-26 20:15:51 -07:00
demo-3d-distant-glyph.vs.glsl Draw distant glyphs as prerendered images in the 3D demo. 2017-10-18 16:19:19 -07:00
demo-3d-monument.fs.glsl Add some basic Phong shading to the monument 2017-11-03 18:49:25 -07:00
demo-3d-monument.vs.glsl Add some basic Phong shading to the monument 2017-11-03 18:49:25 -07:00
direct-3d-curve.vs.glsl Upgrade ST-transforms to affine transforms where possible, and add 2017-11-29 17:06:52 -08:00
direct-3d-interior.vs.glsl Upgrade ST-transforms to affine transforms where possible, and add 2017-11-29 17:06:52 -08:00
direct-curve.fs.glsl Stop using multiple render targets. 2017-10-20 22:04:53 -07:00
direct-curve.vs.glsl Upgrade ST-transforms to affine transforms where possible, and add 2017-11-29 17:06:52 -08:00
direct-interior.fs.glsl Stop using multiple render targets. 2017-10-20 22:04:53 -07:00
direct-interior.vs.glsl Upgrade ST-transforms to affine transforms where possible, and add 2017-11-29 17:06:52 -08:00
ecaa-curve.vs.glsl Pack left and right normal angles into one vec2 in `computeECAAQuadPosition` 2017-12-02 13:21:13 -08:00
ecaa-line.vs.glsl Pack left and right normal angles into one vec2 in `computeECAAQuadPosition` 2017-12-02 13:21:13 -08:00
ecaa-multi-edge-mask-curve.vs.glsl Fix accidental `x`/`y` swap in the ECAA multi edge mask curve shader 2017-12-04 11:55:47 -08:00
ecaa-multi-edge-mask-line.vs.glsl Fix rotation artefacts by rendering curves in two passes, clipping at X 2017-12-03 16:59:35 -08:00
ecaa-multi-edge-mask-transformed-curve.vs.glsl Fix rotation artefacts by rendering curves in two passes, clipping at X 2017-12-03 16:59:35 -08:00
ecaa-transformed-curve.vs.glsl Fix rotation artefacts by rendering curves in two passes, clipping at X 2017-12-03 16:59:35 -08:00
mcaa-cover.fs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
mcaa-cover.vs.glsl Refactor the XCAA vertex shaders themselves, now that the common XCAA 2017-12-02 13:14:01 -08:00
mcaa-curve.vs.glsl Refactor the XCAA vertex shaders themselves, now that the common XCAA 2017-12-02 13:14:01 -08:00
mcaa-line.vs.glsl Upgrade ST-transforms to affine transforms where possible, and add 2017-11-29 17:06:52 -08:00
ssaa-subpixel-resolve.fs.glsl Flesh out the integration test more 2017-11-17 17:06:59 -08:00
xcaa-curve.fs.glsl Don't clip curves to the left and right sides of the pixel column twice 2017-11-21 15:51:27 -08:00
xcaa-line.fs.glsl Don't clip curves to the left and right sides of the pixel column twice 2017-11-21 15:51:27 -08:00
xcaa-mono-resolve.fs.glsl Fix blending in the text demo. 2017-10-26 20:15:51 -07:00
xcaa-mono-resolve.vs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
xcaa-mono-subpixel-resolve.fs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
xcaa-mono-subpixel-resolve.vs.glsl Implement stem darkening and split ECAA into ECAA and MCAA. 2017-10-15 13:28:49 -07:00
xcaa-multi-direct-curve.fs.glsl Remove one direct rendering pass from the multicolor XCAA path 2017-10-31 12:41:38 -07:00
xcaa-multi-direct-curve.vs.glsl Upgrade ST-transforms to affine transforms where possible, and add 2017-11-29 17:06:52 -08:00
xcaa-multi-direct-interior.fs.glsl Enable early Z in the XCAA multicolor direct interior pass 2017-11-11 14:45:28 -08:00
xcaa-multi-direct-interior.vs.glsl Upgrade ST-transforms to affine transforms where possible, and add 2017-11-29 17:06:52 -08:00
xcaa-multi-edge-mask-curve.fs.glsl Only run the ECAA mask shader on edge pixels 2017-11-28 17:05:59 -08:00
xcaa-multi-edge-mask-line.fs.glsl Only run the ECAA mask shader on edge pixels 2017-11-28 17:05:59 -08:00
xcaa-multi-resolve.fs.glsl Add support for full 3D transforms, including rotation, to SVG in XCAA mode. 2017-11-28 16:15:06 -08:00
xcaa-multi-resolve.vs.glsl Add a working experimental implementation of XCAA for SVG. 2017-10-20 19:41:18 -07:00