pathfinder/resources/shaders/gl3
Patrick Walton 0fec0061e6 Clamp radial gradient t values to [0.0, 1.0] instead of rendering transparent
black
2020-04-14 16:13:32 -07:00
..
blit.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
blit.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
debug_solid.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
debug_solid.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
debug_texture.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
debug_texture.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
demo_ground.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
demo_ground.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
fill.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
fill.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
reproject.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
reproject.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
stencil.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
stencil.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
tile.fs.glsl Clamp radial gradient t values to [0.0, 1.0] instead of rendering transparent 2020-04-14 16:13:32 -07:00
tile.vs.glsl Introduce the concept of a base color in order to handle canvas shadow alpha 2020-04-13 18:31:25 -07:00
tile_copy.fs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00
tile_copy.vs.glsl Add `precision highp sampler2D` everywhere so our winding numbers don't get clipped 2020-03-27 14:53:00 -07:00