pathfinder/shaders/gles2
Patrick Walton a9dd33d479 Stub a shader for objects in the 3D demo 2017-09-03 19:24:28 -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 Stub a shader for objects in the 3D demo 2017-09-03 19:24:28 -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
demo-3d-monument.fs.glsl Stub a shader for objects in the 3D demo 2017-09-03 19:24:28 -07:00
demo-3d-monument.vs.glsl Stub a shader for objects in the 3D demo 2017-09-03 19:24:28 -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-mono-resolve.fs.glsl Split the ECAA shader into separate shaders for monochrome and multicolor 2017-08-24 12:08:58 -07:00
ecaa-mono-resolve.vs.glsl Split the ECAA shader into separate shaders for monochrome and multicolor 2017-08-24 12:08:58 -07:00
ecaa-multi-resolve.fs.glsl Split the ECAA shader into separate shaders for monochrome and multicolor 2017-08-24 12:08:58 -07:00
ecaa-multi-resolve.vs.glsl Split the ECAA shader into separate shaders for monochrome and multicolor 2017-08-24 12:08:58 -07:00