.. |
blit-gamma.fs.glsl
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Use the LUT to gamma correct text, and fix stem darkening math
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2017-11-07 17:24:19 -08:00 |
blit-linear.fs.glsl
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Use the LUT to gamma correct text, and fix stem darkening math
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2017-11-07 17:24:19 -08:00 |
blit.vs.glsl
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Do some work on shader documentation
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2017-10-26 20:30:47 -07:00 |
common.inc.glsl
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In multicolor XCAA, cap the slope to a reasonable amount to prevent line segments from shooting way up or down
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2017-12-19 13:47:57 -08:00 |
composite-alpha-mask.fs.glsl
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Add partial support for clip paths in the SVG demo.
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2017-11-03 14:14:29 -07:00 |
composite-alpha-mask.vs.glsl
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Add partial support for clip paths in the SVG demo.
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2017-11-03 14:14:29 -07:00 |
demo-3d-distant-glyph.fs.glsl
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Fix blending in the text demo.
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2017-10-26 20:15:51 -07:00 |
demo-3d-distant-glyph.vs.glsl
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Draw distant glyphs as prerendered images in the 3D demo.
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2017-10-18 16:19:19 -07:00 |
demo-3d-monument.fs.glsl
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Add some basic Phong shading to the monument
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2017-11-03 18:49:25 -07:00 |
demo-3d-monument.vs.glsl
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Add some basic Phong shading to the monument
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2017-11-03 18:49:25 -07:00 |
direct-3d-curve.vs.glsl
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Upgrade ST-transforms to affine transforms where possible, and add
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2017-11-29 17:06:52 -08:00 |
direct-3d-interior.vs.glsl
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Upgrade ST-transforms to affine transforms where possible, and add
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2017-11-29 17:06:52 -08:00 |
direct-curve.fs.glsl
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Stop using multiple render targets.
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2017-10-20 22:04:53 -07:00 |
direct-curve.vs.glsl
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Upgrade ST-transforms to affine transforms where possible, and add
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2017-11-29 17:06:52 -08:00 |
direct-interior.fs.glsl
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Stop using multiple render targets.
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2017-10-20 22:04:53 -07:00 |
direct-interior.vs.glsl
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Upgrade ST-transforms to affine transforms where possible, and add
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2017-11-29 17:06:52 -08:00 |
ecaa-curve.vs.glsl
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Pack left and right normal angles into one vec2 in `computeECAAQuadPosition`
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2017-12-02 13:21:13 -08:00 |
ecaa-line.vs.glsl
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Pack left and right normal angles into one vec2 in `computeECAAQuadPosition`
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2017-12-02 13:21:13 -08:00 |
ecaa-transformed-curve.vs.glsl
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Fix rotation artefacts by rendering curves in two passes, clipping at X
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2017-12-03 16:59:35 -08:00 |
mcaa-cover.fs.glsl
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Implement stem darkening and split ECAA into ECAA and MCAA.
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2017-10-15 13:28:49 -07:00 |
mcaa-cover.vs.glsl
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Refactor the XCAA vertex shaders themselves, now that the common XCAA
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2017-12-02 13:14:01 -08:00 |
mcaa-curve.vs.glsl
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Refactor the XCAA vertex shaders themselves, now that the common XCAA
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2017-12-02 13:14:01 -08:00 |
mcaa-line.vs.glsl
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Upgrade ST-transforms to affine transforms where possible, and add
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2017-11-29 17:06:52 -08:00 |
mcaa-multi.fs.glsl
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Use a single-pass pixel-snapping MCAA algorithm instead of a multipass
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2017-12-18 17:37:14 -08:00 |
mcaa-multi.vs.glsl
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In multicolor XCAA, cap the slope to a reasonable amount to prevent line segments from shooting way up or down
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2017-12-19 13:47:57 -08:00 |
ssaa-subpixel-resolve.fs.glsl
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Flesh out the integration test more
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2017-11-17 17:06:59 -08:00 |
xcaa-curve.fs.glsl
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Don't clip curves to the left and right sides of the pixel column twice
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2017-11-21 15:51:27 -08:00 |
xcaa-line.fs.glsl
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Don't clip curves to the left and right sides of the pixel column twice
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2017-11-21 15:51:27 -08:00 |
xcaa-mono-resolve.fs.glsl
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Fix blending in the text demo.
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2017-10-26 20:15:51 -07:00 |
xcaa-mono-resolve.vs.glsl
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Implement stem darkening and split ECAA into ECAA and MCAA.
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2017-10-15 13:28:49 -07:00 |
xcaa-mono-subpixel-resolve.fs.glsl
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Implement stem darkening and split ECAA into ECAA and MCAA.
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2017-10-15 13:28:49 -07:00 |
xcaa-mono-subpixel-resolve.vs.glsl
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Implement stem darkening and split ECAA into ECAA and MCAA.
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2017-10-15 13:28:49 -07:00 |