| Index: cc/ShaderChromium.cpp
|
| ===================================================================
|
| --- cc/ShaderChromium.cpp (revision 158168)
|
| +++ cc/ShaderChromium.cpp (working copy)
|
| @@ -846,17 +846,15 @@
|
| "alpha",
|
| "texTransform",
|
| "frequency",
|
| - "color",
|
| };
|
| - int locations[4];
|
| + int locations[3];
|
|
|
| getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex);
|
|
|
| m_alphaLocation = locations[0];
|
| m_texTransformLocation = locations[1];
|
| m_frequencyLocation = locations[2];
|
| - m_colorLocation = locations[3];
|
| - ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1 && m_colorLocation != -1);
|
| + ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1);
|
| }
|
|
|
| std::string FragmentShaderCheckerboard::getShaderString() const
|
| @@ -870,11 +868,10 @@
|
| uniform float alpha;
|
| uniform float frequency;
|
| uniform vec4 texTransform;
|
| - uniform vec4 color;
|
| void main()
|
| {
|
| vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
|
| - vec4 color2 = color;
|
| + vec4 color2 = vec4(0.945, 0.945, 0.945, 1.0);
|
| vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy;
|
| vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
|
| float picker = abs(coord.x - coord.y);
|
|
|