pathfinder/shaders/gles2
Patrick Walton ad565ffde7 Use early Z to avoid resolving blank areas for ECAA. ~50% speedup. 2017-08-24 11:43:38 -07:00
..
blit.fs.glsl Add a transform parameter to blit and switch framebuffer sizes to be `glmatrix.vec2` types 2017-08-19 16:52:14 -07:00
blit.vs.glsl Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
common.inc.glsl Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
direct-curve.fs.glsl Get edge detection working in the demo 2017-08-16 16:37:39 -07:00
direct-curve.vs.glsl Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
direct-interior.fs.glsl Initial setup for ECAA in the demo 2017-08-15 22:09:09 -07:00
direct-interior.vs.glsl Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
ecaa-cover.fs.glsl Fix flipped inequality in the shader causing AA artefacts 2017-08-19 11:37:06 -07:00
ecaa-cover.vs.glsl Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
ecaa-curve.fs.glsl Fix flipped inequality in the shader causing AA artefacts 2017-08-19 11:37:06 -07:00
ecaa-curve.vs.glsl Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
ecaa-edge-detect.fs.glsl Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
ecaa-edge-detect.vs.glsl Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
ecaa-line.fs.glsl Add a curve shader for ECAA and refactor the line shader to minimize code duplication 2017-08-18 17:12:58 -07:00
ecaa-line.vs.glsl Enable early Z for edge detection and render only in the used area of the atlas 2017-08-23 19:18:24 -07:00
ecaa-resolve.fs.glsl Use early Z to avoid resolving blank areas for ECAA. ~50% speedup. 2017-08-24 11:43:38 -07:00
ecaa-resolve.vs.glsl Use early Z to avoid resolving blank areas for ECAA. ~50% speedup. 2017-08-24 11:43:38 -07:00