pathfinder/shaders/gles2
Patrick Walton bc3f6b6ae5 New tiling mostly working 2018-12-02 12:44:02 -08:00
..
blit-gamma.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
blit-linear.fs.glsl Document the blit shaders 2017-12-28 11:46:44 -05:00
blit.vs.glsl Document most uniforms in shaders 2018-01-04 17:32:20 -08:00
common.inc.glsl Remove dependence on frag_depth 2018-04-02 19:10:04 -07:00
conservative-interior.vs.glsl Replace ECAA with "Stencil AAA", a distance-based antialiasing 2018-02-17 10:45:25 -08:00
demo-3d-distant-glyph.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
demo-3d-distant-glyph.vs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
demo-3d-monument.fs.glsl Various review cleanups 2018-04-02 19:10:19 -07:00
demo-3d-monument.vs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
direct-3d-curve.vs.glsl Simplify the B-quad vertex position VBO to have a uniform format, and 2018-01-11 19:25:02 -08:00
direct-3d-interior.vs.glsl Provide brief documentation of each shader 2017-12-30 20:32:51 -05:00
direct-curve.fs.glsl Port Pathfinder to use Lyon for Bézier curve math. 2018-01-29 12:47:47 -08:00
direct-curve.vs.glsl Simplify the B-quad vertex position VBO to have a uniform format, and 2018-01-11 19:25:02 -08:00
direct-interior.fs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
direct-interior.vs.glsl Simplify the B-quad vertex position VBO to have a uniform format, and 2018-01-11 19:25:02 -08:00
mcaa.fs.glsl Replace ECAA with "Stencil AAA", a distance-based antialiasing 2018-02-17 10:45:25 -08:00
mcaa.vs.glsl Fix zoomed-in rotation for text by taking extended path transforms into 2018-02-21 17:00:37 -08:00
ssaa-subpixel-resolve.fs.glsl Use a lookup table to do area calculations instead of Loop-Blinn-style 2018-03-19 14:35:36 -07:00
stencil-aaa.fs.glsl WIP Newton's method for stencil AAA 2018-12-01 11:48:22 -08:00
stencil-aaa.vs.glsl New tiling mostly working 2018-12-02 12:44:02 -08:00
xcaa-mono-resolve.fs.glsl Use a lookup table to do area calculations instead of Loop-Blinn-style 2018-03-19 14:35:36 -07:00
xcaa-mono-resolve.vs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00
xcaa-mono-subpixel-resolve.fs.glsl Use a lookup table to do area calculations instead of Loop-Blinn-style 2018-03-19 14:35:36 -07:00
xcaa-mono-subpixel-resolve.vs.glsl Document more shader parameters 2018-01-04 18:07:14 -08:00