pathfinder/resources/shaders/gl3
Patrick Walton 3ad1c25796 Implement the even-odd fill rule 2020-02-17 14:44:48 -08:00
..
debug_solid.fs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
debug_solid.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
debug_texture.fs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
debug_texture.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
demo_ground.fs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
demo_ground.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
fill.fs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
fill.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
mask.vs.glsl Implement the even-odd fill rule 2020-02-17 14:44:48 -08:00
mask_evenodd.fs.glsl Implement the even-odd fill rule 2020-02-17 14:44:48 -08:00
mask_winding.fs.glsl Get clips working for canvas 2020-02-16 13:45:15 -08:00
mask_winding.vs.glsl Get clips working for canvas 2020-02-16 13:45:15 -08:00
post.fs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
post.vs.glsl Update the postprocessing shader and vertex array for the Metal changes. 2019-06-21 18:04:18 -07:00
reproject.fs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
reproject.vs.glsl Update `spirv-cross` to upstream master. 2019-06-21 07:24:24 -07:00
stencil.fs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
stencil.vs.glsl Add Metal support. 2019-06-20 11:47:22 -07:00
tile_alpha.fs.glsl Add a separate mask blit step, in preparation for supporting clips. 2020-02-14 21:56:43 -08:00
tile_alpha.vs.glsl Add a separate mask blit step, in preparation for supporting clips. 2020-02-14 21:56:43 -08:00
tile_alpha_monochrome.vs.glsl Use a 3D transform in the tile vertex shaders. 2019-06-25 11:32:39 -07:00
tile_alpha_multicolor.vs.glsl Use a 3D transform in the tile vertex shaders. 2019-06-25 11:32:39 -07:00
tile_solid.fs.glsl Switch to per-pixel texture lookup for paints. 2020-02-04 21:50:13 -08:00
tile_solid.vs.glsl Implement basic linear gradients. 2020-02-10 16:01:05 -08:00
tile_solid_monochrome.vs.glsl Use a 3D transform in the tile vertex shaders. 2019-06-25 11:32:39 -07:00
tile_solid_multicolor.vs.glsl Use a 3D transform in the tile vertex shaders. 2019-06-25 11:32:39 -07:00