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Makefile
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Implement a blur filter for canvas shadows
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2020-02-26 18:43:41 -08:00 |
debug_solid.fs.glsl
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Add Metal shaders, cross-compiled from the GLSL via SPIR-V.
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2019-06-05 18:29:25 -07:00 |
debug_solid.vs.glsl
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Add Metal support.
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2019-06-20 11:47:22 -07:00 |
debug_texture.fs.glsl
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Add Metal shaders, cross-compiled from the GLSL via SPIR-V.
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2019-06-05 18:29:25 -07:00 |
debug_texture.vs.glsl
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Add Metal support.
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2019-06-20 11:47:22 -07:00 |
demo_ground.fs.glsl
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Add Metal shaders, cross-compiled from the GLSL via SPIR-V.
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2019-06-05 18:29:25 -07:00 |
demo_ground.vs.glsl
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Add Metal support.
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2019-06-20 11:47:22 -07:00 |
fill.fs.glsl
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Add Metal shaders, cross-compiled from the GLSL via SPIR-V.
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2019-06-05 18:29:25 -07:00 |
fill.vs.glsl
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Add Metal support.
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2019-06-20 11:47:22 -07:00 |
filter.vs.glsl
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Rename "postprocessing" to "effects" and start initial work on composite ops
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2020-02-20 14:22:07 -08:00 |
filter_basic.fs.glsl
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Implement the remaining Porter-Duff compositing operators
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2020-02-25 18:37:23 -08:00 |
filter_blur.fs.glsl
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Remove unused #define
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2020-02-26 18:46:48 -08:00 |
filter_text.fs.glsl
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Rename "postprocessing" to "effects" and start initial work on composite ops
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2020-02-20 14:22:07 -08:00 |
filter_text_convolve.inc.glsl
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Rename "postprocessing" to "effects" and start initial work on composite ops
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2020-02-20 14:22:07 -08:00 |
filter_text_gamma_correct.inc.glsl
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Rename "postprocessing" to "effects" and start initial work on composite ops
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2020-02-20 14:22:07 -08:00 |
mask.vs.glsl
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Implement the even-odd fill rule
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2020-02-17 14:44:48 -08:00 |
mask_evenodd.fs.glsl
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Implement the even-odd fill rule
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2020-02-17 14:44:48 -08:00 |
mask_winding.fs.glsl
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Get clips working for canvas
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2020-02-16 13:45:15 -08:00 |
reproject.fs.glsl
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Add Metal shaders, cross-compiled from the GLSL via SPIR-V.
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2019-06-05 18:29:25 -07:00 |
reproject.vs.glsl
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Add Metal support.
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2019-06-20 11:47:22 -07:00 |
stencil.fs.glsl
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Add Metal shaders, cross-compiled from the GLSL via SPIR-V.
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2019-06-05 18:29:25 -07:00 |
stencil.vs.glsl
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Add Metal shaders, cross-compiled from the GLSL via SPIR-V.
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2019-06-05 18:29:25 -07:00 |
tile_alpha.fs.glsl
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Factor out common functions used in tile alpha shaders
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2020-02-24 19:42:32 -08:00 |
tile_alpha.vs.glsl
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Separate opacity out from paint.
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2020-02-26 12:43:07 -08:00 |
tile_alpha_difference.fs.glsl
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Implement the difference and exclusion blend modes
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2020-02-25 14:55:58 -08:00 |
tile_alpha_dodgeburn.fs.glsl
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Implement color dodge and color burn blend modes
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2020-02-25 11:37:42 -08:00 |
tile_alpha_exclusion.fs.glsl
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Implement the difference and exclusion blend modes
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2020-02-25 14:55:58 -08:00 |
tile_alpha_hsl.fs.glsl
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Factor out 3-element selection into a `select3()` function
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2020-02-24 21:21:30 -08:00 |
tile_alpha_overlay.fs.glsl
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Implement multiply, screen, hard light, and overlay blend modes.
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2020-02-24 21:23:17 -08:00 |
tile_alpha_sample.inc.glsl
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Separate opacity out from paint.
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2020-02-26 12:43:07 -08:00 |
tile_alpha_softlight.fs.glsl
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Add the soft light blend mode
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2020-02-25 14:39:06 -08:00 |
tile_copy.fs.glsl
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Implement the HSL filters (called "non-separable blend modes" in the spec).
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2020-02-24 15:37:44 -08:00 |
tile_copy.vs.glsl
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Implement the HSL filters (called "non-separable blend modes" in the spec).
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2020-02-24 15:37:44 -08:00 |
tile_solid.fs.glsl
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Implement the remaining Porter-Duff compositing operators
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2020-02-25 18:37:23 -08:00 |
tile_solid.vs.glsl
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Implement basic linear gradients.
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2020-02-10 16:01:05 -08:00 |