..
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
Use a single-pass pixel-snapping MCAA algorithm instead of a multipass
2017-12-18 17:37:14 -08:00
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-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
mcaa-multi.fs.glsl
Use a single-pass pixel-snapping MCAA algorithm instead of a multipass
2017-12-18 17:37:14 -08:00
mcaa-multi.vs.glsl
Use a single-pass pixel-snapping MCAA algorithm instead of a multipass
2017-12-18 17:37:14 -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