Index: cc/shader.cc |
diff --git a/cc/shader.cc b/cc/shader.cc |
index c52423103e8b2a96b6cfdec9abc48787406d546e..d3d072a5c9f7da0831e3e3e730e2ebddd2a62c3f 100644 |
--- a/cc/shader.cc |
+++ b/cc/shader.cc |
@@ -363,6 +363,26 @@ void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned prog |
DCHECK(m_samplerLocation != -1); |
} |
+FragmentTexClampOpaqueBinding::FragmentTexClampOpaqueBinding() |
+ : m_samplerLocation(-1) |
+{ |
+} |
+ |
+void FragmentTexClampOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
+{ |
+ static const char* shaderUniforms[] = { |
+ "s_texture", |
+ "fragmentTexClamp", |
+ }; |
+ int locations[2]; |
+ |
+ getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); |
+ |
+ m_samplerLocation = locations[0]; |
+ m_fragmentTexClampLocation = locations[2]; |
+ DCHECK(m_samplerLocation != -1); |
+} |
+ |
std::string FragmentShaderRGBATexFlipVaryingAlpha::getShaderString() const |
{ |
return SHADER( |
@@ -420,6 +440,24 @@ std::string FragmentShaderRGBATexAlpha::getShaderString() const |
); |
} |
+std::string FragmentShaderRGBATexAlpha::getShaderString() const |
+{ |
+ return SHADER( |
+ precision mediump float; |
+ varying vec2 v_texCoord; |
+ uniform sampler2D s_texture; |
+ uniform float alpha; |
+ uniform vec4 fragmentTexClamp; |
+ void main() |
+ { |
+ vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexClamp.zw); |
+ vec4 texColor = texture2D(s_texture, texCoord); |
+ gl_FragColor = texColor * alpha; |
+ } |
+ ); |
+} |
+ |
+ |
std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const |
{ |
return SHADER( |
@@ -466,15 +504,17 @@ std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const |
"}\n"; |
} |
-std::string FragmentShaderRGBATexOpaque::getShaderString() const |
+std::string FragmentShaderRGBATexClampOpaque::getShaderString() const |
{ |
return SHADER( |
precision mediump float; |
varying vec2 v_texCoord; |
uniform sampler2D s_texture; |
+ uniform vec4 fragmentTexClamp; |
void main() |
{ |
- vec4 texColor = texture2D(s_texture, v_texCoord); |
+ vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexClamp.zw); |
+ vec4 texColor = texture2D(s_texture, texCoord); |
gl_FragColor = vec4(texColor.rgb, 1.0); |
} |
); |
@@ -493,7 +533,7 @@ std::string FragmentShaderRGBATex::getShaderString() const |
); |
} |
-std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const |
+std::string FragmentShaderRGBATexClampSwizzleAlpha::getShaderString() const |
{ |
return SHADER( |
precision mediump float; |
@@ -508,15 +548,17 @@ std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const |
); |
} |
-std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const |
+std::string FragmentShaderRGBATexClampSwizzleOpaque::getShaderString() const |
{ |
return SHADER( |
precision mediump float; |
varying vec2 v_texCoord; |
uniform sampler2D s_texture; |
+ uniform vec4 fragmentTexClamp; |
void main() |
{ |
- vec4 texColor = texture2D(s_texture, v_texCoord); |
+ vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexClamp.zw); |
+ vec4 texColor = texture2D(s_texture, texCoord); |
gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
} |
); |
@@ -574,7 +616,7 @@ std::string FragmentShaderRGBATexAlphaAA::getShaderString() const |
FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
: m_samplerLocation(-1) |
, m_alphaLocation(-1) |
- , m_fragmentTexTransformLocation(-1) |
+ , m_fragmentTexClampLocation(-1) |
, m_edgeLocation(-1) |
{ |
} |
@@ -584,7 +626,7 @@ void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigne |
static const char* shaderUniforms[] = { |
"s_texture", |
"alpha", |
- "fragmentTexTransform", |
+ "fragmentTexClamp", |
"edge", |
}; |
int locations[4]; |
@@ -593,9 +635,9 @@ void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigne |
m_samplerLocation = locations[0]; |
m_alphaLocation = locations[1]; |
- m_fragmentTexTransformLocation = locations[2]; |
+ m_fragmentTexClampLocation = locations[2]; |
m_edgeLocation = locations[3]; |
- DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTransformLocation != -1 && m_edgeLocation != -1); |
+ DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexClampLocation != -1 && m_edgeLocation != -1); |
} |
std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const |
@@ -605,11 +647,11 @@ std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const |
varying vec2 v_texCoord; |
uniform sampler2D s_texture; |
uniform float alpha; |
- uniform vec4 fragmentTexTransform; |
+ uniform vec4 fragmentTexClamp; |
uniform vec3 edge[8]; |
void main() |
{ |
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; |
+ vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexClamp.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
|
vec4 texColor = texture2D(s_texture, texCoord); |
vec3 pos = vec3(gl_FragCoord.xy, 1); |
float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
@@ -632,11 +674,11 @@ std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const |
varying vec2 v_texCoord; |
uniform sampler2D s_texture; |
uniform float alpha; |
- uniform vec4 fragmentTexTransform; |
+ uniform vec4 fragmentTexClamp; |
uniform vec3 edge[8]; |
void main() |
{ |
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; |
+ vec2 texCoord = clamp(v_texCoord, fragmentTexClamp.xy, fragmentTexClamp.zw); |
vec4 texColor = texture2D(s_texture, texCoord); |
vec3 pos = vec3(gl_FragCoord.xy, 1); |
float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |