pathfinder/resources/shaders/metal
Patrick Walton f607b607b0 Composite render targets using tiles, taking the Z-buffer into account.
We can do more tile-based optimization, but this should be enough to ensure a
correct rendering.

This temporarily breaks subpixel AA, but it should be fixable by modifying
`blur.fs.glsl`.

Closes #271.
2020-03-02 20:10:10 -08:00
..
blit.fs.metal Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
blit.vs.metal Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -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 Implement the remaining Porter-Duff compositing operators 2020-02-25 18:37:23 -08:00
filter_blur.fs.metal Implement a blur filter for canvas shadows 2020-02-26 18:43:41 -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 Separate opacity out from paint. 2020-02-26 12:43:07 -08:00
tile_alpha.vs.metal Separate opacity out from paint. 2020-02-26 12:43:07 -08:00
tile_alpha_difference.fs.metal Separate opacity out from paint. 2020-02-26 12:43:07 -08:00
tile_alpha_dodgeburn.fs.metal Separate opacity out from paint. 2020-02-26 12:43:07 -08:00
tile_alpha_exclusion.fs.metal Separate opacity out from paint. 2020-02-26 12:43:07 -08:00
tile_alpha_hsl.fs.metal Separate opacity out from paint. 2020-02-26 12:43:07 -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_alpha_overlay.fs.metal Separate opacity out from paint. 2020-02-26 12:43:07 -08:00
tile_alpha_softlight.fs.metal Separate opacity out from paint. 2020-02-26 12:43:07 -08:00
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_filter.vs.metal Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
tile_filter_blur.fs.metal Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
tile_filter_text.fs.metal Composite render targets using tiles, taking the Z-buffer into account. 2020-03-02 20:10:10 -08:00
tile_solid.fs.metal Implement the remaining Porter-Duff compositing operators 2020-02-25 18:37:23 -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