41 lines
1.5 KiB
GLSL
41 lines
1.5 KiB
GLSL
// pathfinder/shaders/gles2/ssaa-subpixel-resolve.fs.glsl
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//
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// Copyright (c) 2017 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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precision mediump float;
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uniform sampler2D uSource;
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uniform ivec2 uSourceDimensions;
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varying vec2 vTexCoord;
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float sampleSource(float deltaX) {
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return texture2D(uSource, vec2(vTexCoord.s + deltaX, vTexCoord.y)).a;
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}
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void main() {
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float onePixel = 1.0 / float(uSourceDimensions.x);
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float shade0 = sampleSource(0.0);
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vec3 shadeL = vec3(sampleSource(-1.0 * onePixel),
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sampleSource(-2.0 * onePixel),
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sampleSource(-3.0 * onePixel));
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vec3 shadeR = vec3(sampleSource(1.0 * onePixel),
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sampleSource(2.0 * onePixel),
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sampleSource(3.0 * onePixel));
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vec3 color = vec3(lcdFilter(shadeL.z, shadeL.y, shadeL.x, shade0, shadeR.x),
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lcdFilter(shadeL.y, shadeL.x, shade0, shadeR.x, shadeR.y),
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lcdFilter(shadeL.x, shade0, shadeR.x, shadeR.y, shadeR.z));
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// FIXME(pcwalton): This can be wrong in some cases. Need subpixel-aware compositing in the
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// text demo...
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gl_FragColor = vec4(vec3(1.0) - color, any(greaterThan(color, vec3(0.0))) ? 1.0 : 0.0);
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}
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