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| 1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #include "cc/shader.h" | 5 #include "cc/shader.h" |
| 6 | 6 |
| 7 #include "base/basictypes.h" | 7 #include "base/basictypes.h" |
| 8 #include "base/logging.h" | 8 #include "base/logging.h" |
| 9 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h" | 9 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h" |
| 10 | 10 |
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| 356 "s_texture", | 356 "s_texture", |
| 357 }; | 357 }; |
| 358 int locations[1]; | 358 int locations[1]; |
| 359 | 359 |
| 360 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 360 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 361 | 361 |
| 362 m_samplerLocation = locations[0]; | 362 m_samplerLocation = locations[0]; |
| 363 DCHECK(m_samplerLocation != -1); | 363 DCHECK(m_samplerLocation != -1); |
| 364 } | 364 } |
| 365 | 365 |
| 366 FragmentTexClampOpaqueBinding::FragmentTexClampOpaqueBinding() | |
| 367 : m_samplerLocation(-1) | |
| 368 { | |
| 369 } | |
| 370 | |
| 371 void FragmentTexClampOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) | |
| 372 { | |
| 373 static const char* shaderUniforms[] = { | |
| 374 "s_texture", | |
| 375 "fragmentTexClamp", | |
| 376 }; | |
| 377 int locations[2]; | |
| 378 | |
| 379 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | |
| 380 | |
| 381 m_samplerLocation = locations[0]; | |
| 382 m_fragmentTexClampLocation = locations[2]; | |
| 383 DCHECK(m_samplerLocation != -1); | |
| 384 } | |
| 385 | |
| 366 std::string FragmentShaderRGBATexFlipVaryingAlpha::getShaderString() const | 386 std::string FragmentShaderRGBATexFlipVaryingAlpha::getShaderString() const |
| 367 { | 387 { |
| 368 return SHADER( | 388 return SHADER( |
| 369 precision mediump float; | 389 precision mediump float; |
| 370 varying vec2 v_texCoord; | 390 varying vec2 v_texCoord; |
| 371 varying float v_alpha; | 391 varying float v_alpha; |
| 372 uniform sampler2D s_texture; | 392 uniform sampler2D s_texture; |
| 373 void main() | 393 void main() |
| 374 { | 394 { |
| 375 vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texC oord.y)); | 395 vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texC oord.y)); |
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| 413 uniform sampler2D s_texture; | 433 uniform sampler2D s_texture; |
| 414 uniform float alpha; | 434 uniform float alpha; |
| 415 void main() | 435 void main() |
| 416 { | 436 { |
| 417 vec4 texColor = texture2D(s_texture, v_texCoord); | 437 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 418 gl_FragColor = texColor * alpha; | 438 gl_FragColor = texColor * alpha; |
| 419 } | 439 } |
| 420 ); | 440 ); |
| 421 } | 441 } |
| 422 | 442 |
| 443 std::string FragmentShaderRGBATexAlpha::getShaderString() const | |
| 444 { | |
| 445 return SHADER( | |
| 446 precision mediump float; | |
| 447 varying vec2 v_texCoord; | |
| 448 uniform sampler2D s_texture; | |
| 449 uniform float alpha; | |
| 450 uniform vec4 fragmentTexClamp; | |
| 451 void main() | |
| 452 { | |
| 453 vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexCl amp.zw); | |
| 454 vec4 texColor = texture2D(s_texture, texCoord); | |
| 455 gl_FragColor = texColor * alpha; | |
| 456 } | |
| 457 ); | |
| 458 } | |
| 459 | |
| 460 | |
| 423 std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const | 461 std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const |
| 424 { | 462 { |
| 425 return SHADER( | 463 return SHADER( |
| 426 precision mediump float; | 464 precision mediump float; |
| 427 varying vec2 v_texCoord; | 465 varying vec2 v_texCoord; |
| 428 varying float v_alpha; | 466 varying float v_alpha; |
| 429 uniform sampler2D s_texture; | 467 uniform sampler2D s_texture; |
| 430 void main() | 468 void main() |
| 431 { | 469 { |
| 432 vec4 texColor = texture2D(s_texture, v_texCoord); | 470 vec4 texColor = texture2D(s_texture, v_texCoord); |
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| 459 "varying vec2 v_texCoord;\n" | 497 "varying vec2 v_texCoord;\n" |
| 460 "varying float v_alpha;\n" | 498 "varying float v_alpha;\n" |
| 461 "uniform sampler2DRect s_texture;\n" | 499 "uniform sampler2DRect s_texture;\n" |
| 462 "void main()\n" | 500 "void main()\n" |
| 463 "{\n" | 501 "{\n" |
| 464 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" | 502 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" |
| 465 " gl_FragColor = texColor * v_alpha;\n" | 503 " gl_FragColor = texColor * v_alpha;\n" |
| 466 "}\n"; | 504 "}\n"; |
| 467 } | 505 } |
| 468 | 506 |
| 469 std::string FragmentShaderRGBATexOpaque::getShaderString() const | 507 std::string FragmentShaderRGBATexClampOpaque::getShaderString() const |
| 470 { | 508 { |
| 471 return SHADER( | 509 return SHADER( |
| 472 precision mediump float; | 510 precision mediump float; |
| 473 varying vec2 v_texCoord; | 511 varying vec2 v_texCoord; |
| 474 uniform sampler2D s_texture; | 512 uniform sampler2D s_texture; |
| 513 uniform vec4 fragmentTexClamp; | |
| 475 void main() | 514 void main() |
| 476 { | 515 { |
| 477 vec4 texColor = texture2D(s_texture, v_texCoord); | 516 vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexCl amp.zw); |
| 517 vec4 texColor = texture2D(s_texture, texCoord); | |
| 478 gl_FragColor = vec4(texColor.rgb, 1.0); | 518 gl_FragColor = vec4(texColor.rgb, 1.0); |
| 479 } | 519 } |
| 480 ); | 520 ); |
| 481 } | 521 } |
| 482 | 522 |
| 483 std::string FragmentShaderRGBATex::getShaderString() const | 523 std::string FragmentShaderRGBATex::getShaderString() const |
| 484 { | 524 { |
| 485 return SHADER( | 525 return SHADER( |
| 486 precision mediump float; | 526 precision mediump float; |
| 487 varying vec2 v_texCoord; | 527 varying vec2 v_texCoord; |
| 488 uniform sampler2D s_texture; | 528 uniform sampler2D s_texture; |
| 489 void main() | 529 void main() |
| 490 { | 530 { |
| 491 gl_FragColor = texture2D(s_texture, v_texCoord); | 531 gl_FragColor = texture2D(s_texture, v_texCoord); |
| 492 } | 532 } |
| 493 ); | 533 ); |
| 494 } | 534 } |
| 495 | 535 |
| 496 std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const | 536 std::string FragmentShaderRGBATexClampSwizzleAlpha::getShaderString() const |
| 497 { | 537 { |
| 498 return SHADER( | 538 return SHADER( |
| 499 precision mediump float; | 539 precision mediump float; |
| 500 varying vec2 v_texCoord; | 540 varying vec2 v_texCoord; |
| 501 uniform sampler2D s_texture; | 541 uniform sampler2D s_texture; |
| 502 uniform float alpha; | 542 uniform float alpha; |
| 503 void main() | 543 void main() |
| 504 { | 544 { |
| 505 vec4 texColor = texture2D(s_texture, v_texCoord); | 545 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 506 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; | 546 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
| 507 } | 547 } |
| 508 ); | 548 ); |
| 509 } | 549 } |
| 510 | 550 |
| 511 std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const | 551 std::string FragmentShaderRGBATexClampSwizzleOpaque::getShaderString() const |
| 512 { | 552 { |
| 513 return SHADER( | 553 return SHADER( |
| 514 precision mediump float; | 554 precision mediump float; |
| 515 varying vec2 v_texCoord; | 555 varying vec2 v_texCoord; |
| 516 uniform sampler2D s_texture; | 556 uniform sampler2D s_texture; |
| 557 uniform vec4 fragmentTexClamp; | |
| 517 void main() | 558 void main() |
| 518 { | 559 { |
| 519 vec4 texColor = texture2D(s_texture, v_texCoord); | 560 vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexCl amp.zw); |
| 561 vec4 texColor = texture2D(s_texture, texCoord); | |
| 520 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); | 562 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
| 521 } | 563 } |
| 522 ); | 564 ); |
| 523 } | 565 } |
| 524 | 566 |
| 525 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() | 567 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
| 526 : m_samplerLocation(-1) | 568 : m_samplerLocation(-1) |
| 527 , m_alphaLocation(-1) | 569 , m_alphaLocation(-1) |
| 528 , m_edgeLocation(-1) | 570 , m_edgeLocation(-1) |
| 529 { | 571 { |
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| 567 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 609 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 568 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 610 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| 569 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min (a4, a6) * min(a5, a7)); | 611 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min (a4, a6) * min(a5, a7)); |
| 570 } | 612 } |
| 571 ); | 613 ); |
| 572 } | 614 } |
| 573 | 615 |
| 574 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() | 616 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
| 575 : m_samplerLocation(-1) | 617 : m_samplerLocation(-1) |
| 576 , m_alphaLocation(-1) | 618 , m_alphaLocation(-1) |
| 577 , m_fragmentTexTransformLocation(-1) | 619 , m_fragmentTexClampLocation(-1) |
| 578 , m_edgeLocation(-1) | 620 , m_edgeLocation(-1) |
| 579 { | 621 { |
| 580 } | 622 } |
| 581 | 623 |
| 582 void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigne d program, bool usingBindUniform, int* baseUniformIndex) | 624 void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigne d program, bool usingBindUniform, int* baseUniformIndex) |
| 583 { | 625 { |
| 584 static const char* shaderUniforms[] = { | 626 static const char* shaderUniforms[] = { |
| 585 "s_texture", | 627 "s_texture", |
| 586 "alpha", | 628 "alpha", |
| 587 "fragmentTexTransform", | 629 "fragmentTexClamp", |
| 588 "edge", | 630 "edge", |
| 589 }; | 631 }; |
| 590 int locations[4]; | 632 int locations[4]; |
| 591 | 633 |
| 592 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; | 634 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; |
| 593 | 635 |
| 594 m_samplerLocation = locations[0]; | 636 m_samplerLocation = locations[0]; |
| 595 m_alphaLocation = locations[1]; | 637 m_alphaLocation = locations[1]; |
| 596 m_fragmentTexTransformLocation = locations[2]; | 638 m_fragmentTexClampLocation = locations[2]; |
| 597 m_edgeLocation = locations[3]; | 639 m_edgeLocation = locations[3]; |
| 598 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTran sformLocation != -1 && m_edgeLocation != -1); | 640 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexClam pLocation != -1 && m_edgeLocation != -1); |
| 599 } | 641 } |
| 600 | 642 |
| 601 std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const | 643 std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const |
| 602 { | 644 { |
| 603 return SHADER( | 645 return SHADER( |
| 604 precision mediump float; | 646 precision mediump float; |
| 605 varying vec2 v_texCoord; | 647 varying vec2 v_texCoord; |
| 606 uniform sampler2D s_texture; | 648 uniform sampler2D s_texture; |
| 607 uniform float alpha; | 649 uniform float alpha; |
| 608 uniform vec4 fragmentTexTransform; | 650 uniform vec4 fragmentTexClamp; |
| 609 uniform vec3 edge[8]; | 651 uniform vec3 edge[8]; |
| 610 void main() | 652 void main() |
| 611 { | 653 { |
| 612 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z w + fragmentTexTransform.xy; | 654 vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexCl amp.zw); |
|
brianderson
2013/01/29 03:03:48
Will this be more efficient?
reveman
2013/01/29 03:40:23
I'm worried it might be significantly less efficie
brianderson
2013/01/29 18:45:12
The _SAT modifier is pretty cool.
Clamp would be
| |
| 613 vec4 texColor = texture2D(s_texture, texCoord); | 655 vec4 texColor = texture2D(s_texture, texCoord); |
| 614 vec3 pos = vec3(gl_FragCoord.xy, 1); | 656 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 615 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 657 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 616 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 658 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 617 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 659 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 618 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 660 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 619 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 661 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 620 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 662 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 621 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 663 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 622 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 664 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| 623 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min (a4, a6) * min(a5, a7)); | 665 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min (a4, a6) * min(a5, a7)); |
| 624 } | 666 } |
| 625 ); | 667 ); |
| 626 } | 668 } |
| 627 | 669 |
| 628 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const | 670 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const |
| 629 { | 671 { |
| 630 return SHADER( | 672 return SHADER( |
| 631 precision mediump float; | 673 precision mediump float; |
| 632 varying vec2 v_texCoord; | 674 varying vec2 v_texCoord; |
| 633 uniform sampler2D s_texture; | 675 uniform sampler2D s_texture; |
| 634 uniform float alpha; | 676 uniform float alpha; |
| 635 uniform vec4 fragmentTexTransform; | 677 uniform vec4 fragmentTexClamp; |
| 636 uniform vec3 edge[8]; | 678 uniform vec3 edge[8]; |
| 637 void main() | 679 void main() |
| 638 { | 680 { |
| 639 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z w + fragmentTexTransform.xy; | 681 vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexCl amp.zw); |
| 640 vec4 texColor = texture2D(s_texture, texCoord); | 682 vec4 texColor = texture2D(s_texture, texCoord); |
| 641 vec3 pos = vec3(gl_FragCoord.xy, 1); | 683 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 642 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 684 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 643 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 685 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 644 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 686 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 645 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 687 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 646 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 688 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 647 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 689 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 648 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 690 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 649 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 691 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
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| 896 vec4 color2 = color; | 938 vec4 color2 = color; |
| 897 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT ransform.xy; | 939 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT ransform.xy; |
| 898 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | 940 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
| 899 float picker = abs(coord.x - coord.y); | 941 float picker = abs(coord.x - coord.y); |
| 900 gl_FragColor = mix(color1, color2, picker) * alpha; | 942 gl_FragColor = mix(color1, color2, picker) * alpha; |
| 901 } | 943 } |
| 902 ); | 944 ); |
| 903 } | 945 } |
| 904 | 946 |
| 905 } // namespace cc | 947 } // namespace cc |
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