| OLD | NEW |
| 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 "cc/gl_renderer.h" // For the GLC() macro. |
| 9 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3
D.h" | 10 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3
D.h" |
| 11 #include "third_party/khronos/GLES2/gl2.h" |
| 10 | 12 |
| 11 #define SHADER0(Src) #Src | 13 #define SHADER0(Src) #Src |
| 12 #define SHADER(Src) SHADER0(Src) | 14 #define VERTEX_SHADER(Src) setVertexTexCoordPrecision(context, SHADER0(Src)) |
| 15 #define FRAGMENT_SHADER(Src) setFragTexCoordPrecision(context, SHADER0(Src)) |
| 13 | 16 |
| 14 using WebKit::WebGraphicsContext3D; | 17 using WebKit::WebGraphicsContext3D; |
| 15 | 18 |
| 16 namespace cc { | 19 namespace cc { |
| 17 | 20 |
| 18 namespace { | 21 namespace { |
| 19 | 22 |
| 20 static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned p
rogram, const char** shaderUniforms, size_t count, size_t maxLocations, int* loc
ations, bool usingBindUniform, int* baseUniformIndex) | 23 static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned p
rogram, const char** shaderUniforms, size_t count, size_t maxLocations, int* loc
ations, bool usingBindUniform, int* baseUniformIndex) |
| 21 { | 24 { |
| 22 for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) { | 25 for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) { |
| 23 DCHECK(uniformIndex < maxLocations); | 26 DCHECK(uniformIndex < maxLocations); |
| 24 | 27 |
| 25 if (usingBindUniform) { | 28 if (usingBindUniform) { |
| 26 locations[uniformIndex] = (*baseUniformIndex)++; | 29 locations[uniformIndex] = (*baseUniformIndex)++; |
| 27 context->bindUniformLocationCHROMIUM(program, locations[uniformIndex
], shaderUniforms[uniformIndex]); | 30 context->bindUniformLocationCHROMIUM(program, locations[uniformIndex
], shaderUniforms[uniformIndex]); |
| 28 } else | 31 } else |
| 29 locations[uniformIndex] = context->getUniformLocation(program, shade
rUniforms[uniformIndex]); | 32 locations[uniformIndex] = context->getUniformLocation(program, shade
rUniforms[uniformIndex]); |
| 30 } | 33 } |
| 31 } | 34 } |
| 32 | 35 |
| 36 static std::string setFragTexCoordPrecision(WebGraphicsContext3D* context, |
| 37 const char* shaderString) |
| 38 { |
| 39 // TexCoordPrecisionHigh is used for cases where we absolutely need high |
| 40 // precision or where the texture coordinates are not mutated in the |
| 41 // fragment shader. |
| 42 // Some cases that benefit from high precision are: |
| 43 // * Sampling from textures with width or height > 1024. |
| 44 // * Linear filtering of scaled textures. |
| 45 // texCoordPrecisionMedium is used for cases where we don't need the high |
| 46 // precision and can use a lower precision to improve performance. |
| 47 |
| 48 return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" |
| 49 " #define TexCoordPrecisionHigh highp\n" |
| 50 "#else\n" |
| 51 " #define TexCoordPrecisionHigh mediump\n" |
| 52 "#endif\n" |
| 53 "#define TexCoordPrecisionMedium mediump\n" + |
| 54 std::string(shaderString); |
| 55 } |
| 56 |
| 57 static std::string setVertexTexCoordPrecision(WebGraphicsContext3D* context, |
| 58 const char* shaderString) |
| 59 { |
| 60 return "#define TexCoordPrecisionHigh highp\n" + |
| 61 std::string(shaderString); |
| 62 } |
| 63 |
| 33 } | 64 } |
| 34 | 65 |
| 35 VertexShaderPosTex::VertexShaderPosTex() | 66 VertexShaderPosTex::VertexShaderPosTex() |
| 36 : m_matrixLocation(-1) | 67 : m_matrixLocation(-1) |
| 37 { | 68 { |
| 38 } | 69 } |
| 39 | 70 |
| 40 void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, b
ool usingBindUniform, int* baseUniformIndex) | 71 void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, b
ool usingBindUniform, int* baseUniformIndex) |
| 41 { | 72 { |
| 42 static const char* shaderUniforms[] = { | 73 static const char* shaderUniforms[] = { |
| 43 "matrix", | 74 "matrix", |
| 44 }; | 75 }; |
| 45 int locations[1]; | 76 int locations[1]; |
| 46 | 77 |
| 47 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 78 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 48 | 79 |
| 49 m_matrixLocation = locations[0]; | 80 m_matrixLocation = locations[0]; |
| 50 DCHECK(m_matrixLocation != -1); | 81 DCHECK(m_matrixLocation != -1); |
| 51 } | 82 } |
| 52 | 83 |
| 53 std::string VertexShaderPosTex::getShaderString() const | 84 std::string VertexShaderPosTex::getShaderString(WebGraphicsContext3D* context) c
onst |
| 54 { | 85 { |
| 55 return SHADER( | 86 return VERTEX_SHADER( |
| 56 attribute vec4 a_position; | 87 attribute vec4 a_position; |
| 57 attribute vec2 a_texCoord; | 88 attribute TexCoordPrecisionHigh vec2 a_texCoord; |
| 58 uniform mat4 matrix; | 89 uniform mat4 matrix; |
| 59 varying vec2 v_texCoord; | 90 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 60 void main() | 91 void main() |
| 61 { | 92 { |
| 62 gl_Position = matrix * a_position; | 93 gl_Position = matrix * a_position; |
| 63 v_texCoord = a_texCoord; | 94 v_texCoord = a_texCoord; |
| 64 } | 95 } |
| 65 ); | 96 ); |
| 66 } | 97 } |
| 67 | 98 |
| 68 VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() | 99 VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() |
| 69 : m_matrixLocation(-1) | 100 : m_matrixLocation(-1) |
| 70 , m_texScaleLocation(-1) | 101 , m_texScaleLocation(-1) |
| 71 { | 102 { |
| 72 } | 103 } |
| 73 | 104 |
| 74 void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned
program, bool usingBindUniform, int* baseUniformIndex) | 105 void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned
program, bool usingBindUniform, int* baseUniformIndex) |
| 75 { | 106 { |
| 76 static const char* shaderUniforms[] = { | 107 static const char* shaderUniforms[] = { |
| 77 "matrix", | 108 "matrix", |
| 78 "texScale", | 109 "texScale", |
| 79 }; | 110 }; |
| 80 int locations[2]; | 111 int locations[2]; |
| 81 | 112 |
| 82 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 113 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 83 | 114 |
| 84 m_matrixLocation = locations[0]; | 115 m_matrixLocation = locations[0]; |
| 85 m_texScaleLocation = locations[1]; | 116 m_texScaleLocation = locations[1]; |
| 86 DCHECK(m_matrixLocation != -1 && m_texScaleLocation != -1); | 117 DCHECK(m_matrixLocation != -1 && m_texScaleLocation != -1); |
| 87 } | 118 } |
| 88 | 119 |
| 89 std::string VertexShaderPosTexYUVStretch::getShaderString() const | 120 std::string VertexShaderPosTexYUVStretch::getShaderString(WebGraphicsContext3D*
context) const |
| 90 { | 121 { |
| 91 return SHADER( | 122 return VERTEX_SHADER( |
| 92 precision mediump float; | 123 precision mediump float; |
| 93 attribute vec4 a_position; | 124 attribute vec4 a_position; |
| 94 attribute vec2 a_texCoord; | 125 attribute TexCoordPrecisionHigh vec2 a_texCoord; |
| 95 uniform mat4 matrix; | 126 uniform mat4 matrix; |
| 96 varying vec2 v_texCoord; | 127 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 97 uniform vec2 texScale; | 128 uniform TexCoordPrecisionHigh vec2 texScale; |
| 98 void main() | 129 void main() |
| 99 { | 130 { |
| 100 gl_Position = matrix * a_position; | 131 gl_Position = matrix * a_position; |
| 101 v_texCoord = a_texCoord * texScale; | 132 v_texCoord = a_texCoord * texScale; |
| 102 } | 133 } |
| 103 ); | 134 ); |
| 104 } | 135 } |
| 105 | 136 |
| 106 VertexShaderPos::VertexShaderPos() | 137 VertexShaderPos::VertexShaderPos() |
| 107 : m_matrixLocation(-1) | 138 : m_matrixLocation(-1) |
| 108 { | 139 { |
| 109 } | 140 } |
| 110 | 141 |
| 111 void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool
usingBindUniform, int* baseUniformIndex) | 142 void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool
usingBindUniform, int* baseUniformIndex) |
| 112 { | 143 { |
| 113 static const char* shaderUniforms[] = { | 144 static const char* shaderUniforms[] = { |
| 114 "matrix", | 145 "matrix", |
| 115 }; | 146 }; |
| 116 int locations[1]; | 147 int locations[1]; |
| 117 | 148 |
| 118 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 149 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 119 | 150 |
| 120 m_matrixLocation = locations[0]; | 151 m_matrixLocation = locations[0]; |
| 121 DCHECK(m_matrixLocation != -1); | 152 DCHECK(m_matrixLocation != -1); |
| 122 } | 153 } |
| 123 | 154 |
| 124 std::string VertexShaderPos::getShaderString() const | 155 std::string VertexShaderPos::getShaderString(WebGraphicsContext3D* context) cons
t |
| 125 { | 156 { |
| 126 return SHADER( | 157 return VERTEX_SHADER( |
| 127 attribute vec4 a_position; | 158 attribute vec4 a_position; |
| 128 uniform mat4 matrix; | 159 uniform mat4 matrix; |
| 129 void main() | 160 void main() |
| 130 { | 161 { |
| 131 gl_Position = matrix * a_position; | 162 gl_Position = matrix * a_position; |
| 132 } | 163 } |
| 133 ); | 164 ); |
| 134 } | 165 } |
| 135 | 166 |
| 136 VertexShaderPosTexTransform::VertexShaderPosTexTransform() | 167 VertexShaderPosTexTransform::VertexShaderPosTexTransform() |
| (...skipping 13 matching lines...) Expand all Loading... |
| 150 int locations[3]; | 181 int locations[3]; |
| 151 | 182 |
| 152 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 183 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 153 | 184 |
| 154 m_matrixLocation = locations[0]; | 185 m_matrixLocation = locations[0]; |
| 155 m_texTransformLocation = locations[1]; | 186 m_texTransformLocation = locations[1]; |
| 156 m_vertexOpacityLocation = locations[2]; | 187 m_vertexOpacityLocation = locations[2]; |
| 157 DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1 && m_vertexOpa
cityLocation != -1); | 188 DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1 && m_vertexOpa
cityLocation != -1); |
| 158 } | 189 } |
| 159 | 190 |
| 160 std::string VertexShaderPosTexTransform::getShaderString() const | 191 std::string VertexShaderPosTexTransform::getShaderString(WebGraphicsContext3D* c
ontext) const |
| 161 { | 192 { |
| 162 return SHADER( | 193 return VERTEX_SHADER( |
| 163 attribute vec4 a_position; | 194 attribute vec4 a_position; |
| 164 attribute vec2 a_texCoord; | 195 attribute TexCoordPrecisionHigh vec2 a_texCoord; |
| 165 attribute float a_index; | 196 attribute float a_index; |
| 166 uniform mat4 matrix[8]; | 197 uniform mat4 matrix[8]; |
| 167 uniform vec4 texTransform[8]; | 198 uniform TexCoordPrecisionHigh vec4 texTransform[8]; |
| 168 uniform float opacity[32]; | 199 uniform float opacity[32]; |
| 169 varying vec2 v_texCoord; | 200 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 170 varying float v_alpha; | 201 varying float v_alpha; |
| 171 void main() | 202 void main() |
| 172 { | 203 { |
| 173 gl_Position = matrix[int(a_index * 0.25)] * a_position; | 204 gl_Position = matrix[int(a_index * 0.25)] * a_position; |
| 174 vec4 texTrans = texTransform[int(a_index * 0.25)]; | 205 TexCoordPrecisionHigh vec4 texTrans = texTransform[int(a_index * 0.2
5)]; |
| 175 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 206 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| 176 v_alpha = opacity[int(a_index)]; | 207 v_alpha = opacity[int(a_index)]; |
| 177 } | 208 } |
| 178 ); | 209 ); |
| 179 } | 210 } |
| 180 | 211 |
| 181 std::string VertexShaderPosTexTransformFlip::getShaderString() const | 212 std::string VertexShaderPosTexTransformFlip::getShaderString(WebGraphicsContext3
D* context) const |
| 182 { | 213 { |
| 183 return SHADER( | 214 return VERTEX_SHADER( |
| 184 attribute vec4 a_position; | 215 attribute vec4 a_position; |
| 185 attribute vec2 a_texCoord; | 216 attribute TexCoordPrecisionHigh vec2 a_texCoord; |
| 186 attribute float a_index; | 217 attribute float a_index; |
| 187 uniform mat4 matrix[8]; | 218 uniform mat4 matrix[8]; |
| 188 uniform vec4 texTransform[8]; | 219 uniform TexCoordPrecisionHigh vec4 texTransform[8]; |
| 189 uniform float opacity[32]; | 220 uniform float opacity[32]; |
| 190 varying vec2 v_texCoord; | 221 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 191 varying float v_alpha; | 222 varying float v_alpha; |
| 192 void main() | 223 void main() |
| 193 { | 224 { |
| 194 gl_Position = matrix[int(a_index * 0.25)] * a_position; | 225 gl_Position = matrix[int(a_index * 0.25)] * a_position; |
| 195 vec4 texTrans = texTransform[int(a_index * 0.25)]; | 226 TexCoordPrecisionHigh vec4 texTrans = texTransform[int(a_index * 0.2
5)]; |
| 196 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 227 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| 197 v_texCoord.y = 1.0 - v_texCoord.y; | 228 v_texCoord.y = 1.0 - v_texCoord.y; |
| 198 v_alpha = opacity[int(a_index)]; | 229 v_alpha = opacity[int(a_index)]; |
| 199 } | 230 } |
| 200 ); | 231 ); |
| 201 } | 232 } |
| 202 | 233 |
| 203 std::string VertexShaderPosTexIdentity::getShaderString() const | 234 std::string VertexShaderPosTexIdentity::getShaderString(WebGraphicsContext3D* co
ntext) const |
| 204 { | 235 { |
| 205 return SHADER( | 236 return VERTEX_SHADER( |
| 206 attribute vec4 a_position; | 237 attribute vec4 a_position; |
| 207 varying vec2 v_texCoord; | 238 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 208 void main() | 239 void main() |
| 209 { | 240 { |
| 210 gl_Position = a_position; | 241 gl_Position = a_position; |
| 211 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; | 242 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
| 212 } | 243 } |
| 213 ); | 244 ); |
| 214 } | 245 } |
| 215 | 246 |
| 216 VertexShaderQuad::VertexShaderQuad() | 247 VertexShaderQuad::VertexShaderQuad() |
| 217 : m_matrixLocation(-1) | 248 : m_matrixLocation(-1) |
| (...skipping 14 matching lines...) Expand all Loading... |
| 232 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 263 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 233 | 264 |
| 234 m_matrixLocation = locations[0]; | 265 m_matrixLocation = locations[0]; |
| 235 m_pointLocation = locations[1]; | 266 m_pointLocation = locations[1]; |
| 236 m_texScaleLocation = locations[2]; | 267 m_texScaleLocation = locations[2]; |
| 237 DCHECK_NE(m_matrixLocation, -1); | 268 DCHECK_NE(m_matrixLocation, -1); |
| 238 DCHECK_NE(m_pointLocation, -1); | 269 DCHECK_NE(m_pointLocation, -1); |
| 239 DCHECK_NE(m_texScaleLocation, -1); | 270 DCHECK_NE(m_texScaleLocation, -1); |
| 240 } | 271 } |
| 241 | 272 |
| 242 std::string VertexShaderQuad::getShaderString() const | 273 std::string VertexShaderQuad::getShaderString(WebGraphicsContext3D* context) con
st |
| 243 { | 274 { |
| 244 return SHADER( | 275 return VERTEX_SHADER( |
| 245 attribute vec4 a_position; | 276 attribute TexCoordPrecisionHigh vec4 a_position; |
| 246 attribute vec2 a_texCoord; | 277 attribute TexCoordPrecisionHigh vec2 a_texCoord; |
| 247 uniform mat4 matrix; | 278 uniform mat4 matrix; |
| 248 uniform vec2 point[4]; | 279 uniform TexCoordPrecisionHigh vec2 point[4]; |
| 249 uniform vec2 texScale; | 280 uniform TexCoordPrecisionHigh vec2 texScale; |
| 250 varying vec2 v_texCoord; | 281 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 251 void main() | 282 void main() |
| 252 { | 283 { |
| 253 vec2 complement = abs(a_texCoord - 1.0); | 284 TexCoordPrecisionHigh vec2 complement = abs(a_texCoord - 1.0); |
| 254 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); | 285 TexCoordPrecisionHigh vec4 pos = vec4(0.0, 0.0, a_position.z, a_posi
tion.w); |
| 255 pos.xy += (complement.x * complement.y) * point[0]; | 286 pos.xy += (complement.x * complement.y) * point[0]; |
| 256 pos.xy += (a_texCoord.x * complement.y) * point[1]; | 287 pos.xy += (a_texCoord.x * complement.y) * point[1]; |
| 257 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; | 288 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; |
| 258 pos.xy += (complement.x * a_texCoord.y) * point[3]; | 289 pos.xy += (complement.x * a_texCoord.y) * point[3]; |
| 259 gl_Position = matrix * pos; | 290 gl_Position = matrix * pos; |
| 260 v_texCoord = (pos.xy + vec2(0.5)) * texScale; | 291 v_texCoord = (pos.xy + vec2(0.5)) * texScale; |
| 261 } | 292 } |
| 262 ); | 293 ); |
| 263 } | 294 } |
| 264 | 295 |
| (...skipping 14 matching lines...) Expand all Loading... |
| 279 int locations[3]; | 310 int locations[3]; |
| 280 | 311 |
| 281 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 312 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 282 | 313 |
| 283 m_matrixLocation = locations[0]; | 314 m_matrixLocation = locations[0]; |
| 284 m_pointLocation = locations[1]; | 315 m_pointLocation = locations[1]; |
| 285 m_vertexTexTransformLocation = locations[2]; | 316 m_vertexTexTransformLocation = locations[2]; |
| 286 DCHECK(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransfo
rmLocation != -1); | 317 DCHECK(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransfo
rmLocation != -1); |
| 287 } | 318 } |
| 288 | 319 |
| 289 std::string VertexShaderTile::getShaderString() const | 320 std::string VertexShaderTile::getShaderString(WebGraphicsContext3D* context) con
st |
| 290 { | 321 { |
| 291 return SHADER( | 322 return VERTEX_SHADER( |
| 292 attribute vec4 a_position; | 323 attribute TexCoordPrecisionHigh vec4 a_position; |
| 293 attribute vec2 a_texCoord; | 324 attribute TexCoordPrecisionHigh vec2 a_texCoord; |
| 294 uniform mat4 matrix; | 325 uniform mat4 matrix; |
| 295 uniform vec2 point[4]; | 326 uniform TexCoordPrecisionHigh vec2 point[4]; |
| 296 uniform vec4 vertexTexTransform; | 327 uniform TexCoordPrecisionHigh vec4 vertexTexTransform; |
| 297 varying vec2 v_texCoord; | 328 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 298 void main() | 329 void main() |
| 299 { | 330 { |
| 300 vec2 complement = abs(a_texCoord - 1.0); | 331 vec2 complement = abs(a_texCoord - 1.0); |
| 301 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); | 332 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); |
| 302 pos.xy += (complement.x * complement.y) * point[0]; | 333 pos.xy += (complement.x * complement.y) * point[0]; |
| 303 pos.xy += (a_texCoord.x * complement.y) * point[1]; | 334 pos.xy += (a_texCoord.x * complement.y) * point[1]; |
| 304 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; | 335 pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; |
| 305 pos.xy += (complement.x * a_texCoord.y) * point[3]; | 336 pos.xy += (complement.x * a_texCoord.y) * point[3]; |
| 306 gl_Position = matrix * pos; | 337 gl_Position = matrix * pos; |
| 307 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | 338 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
| (...skipping 15 matching lines...) Expand all Loading... |
| 323 }; | 354 }; |
| 324 int locations[2]; | 355 int locations[2]; |
| 325 | 356 |
| 326 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 357 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 327 | 358 |
| 328 m_matrixLocation = locations[0]; | 359 m_matrixLocation = locations[0]; |
| 329 m_texMatrixLocation = locations[1]; | 360 m_texMatrixLocation = locations[1]; |
| 330 return m_matrixLocation != -1 && m_texMatrixLocation != -1; | 361 return m_matrixLocation != -1 && m_texMatrixLocation != -1; |
| 331 } | 362 } |
| 332 | 363 |
| 333 std::string VertexShaderVideoTransform::getShaderString() const | 364 std::string VertexShaderVideoTransform::getShaderString(WebGraphicsContext3D* co
ntext) const |
| 334 { | 365 { |
| 335 return SHADER( | 366 return VERTEX_SHADER( |
| 336 attribute vec4 a_position; | 367 attribute vec4 a_position; |
| 337 attribute vec2 a_texCoord; | 368 attribute TexCoordPrecisionHigh vec2 a_texCoord; |
| 338 uniform mat4 matrix; | 369 uniform mat4 matrix; |
| 339 uniform mat4 texMatrix; | 370 uniform TexCoordPrecisionHigh mat4 texMatrix; |
| 340 varying vec2 v_texCoord; | 371 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 341 void main() | 372 void main() |
| 342 { | 373 { |
| 343 gl_Position = matrix * a_position; | 374 gl_Position = matrix * a_position; |
| 344 v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y,
0.0, 1.0)); | 375 v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y,
0.0, 1.0)); |
| 345 } | 376 } |
| 346 ); | 377 ); |
| 347 } | 378 } |
| 348 | 379 |
| 349 FragmentTexAlphaBinding::FragmentTexAlphaBinding() | 380 FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
| 350 : m_samplerLocation(-1) | 381 : m_samplerLocation(-1) |
| (...skipping 40 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 391 "s_texture", | 422 "s_texture", |
| 392 }; | 423 }; |
| 393 int locations[1]; | 424 int locations[1]; |
| 394 | 425 |
| 395 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 426 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 396 | 427 |
| 397 m_samplerLocation = locations[0]; | 428 m_samplerLocation = locations[0]; |
| 398 return m_samplerLocation != -1; | 429 return m_samplerLocation != -1; |
| 399 } | 430 } |
| 400 | 431 |
| 401 std::string FragmentShaderOESImageExternal::getShaderString() const | 432 std::string FragmentShaderOESImageExternal::getShaderString(WebGraphicsContext3D
* context) const |
| 402 { | 433 { |
| 403 // Cannot use the SHADER() macro because of the '#' char | 434 // Cannot use the FRAGMENT_SHADER() macro because of the '#' char |
| 404 return "#extension GL_OES_EGL_image_external : require \n" | 435 return setFragTexCoordPrecision(context, |
| 436 "#extension GL_OES_EGL_image_external : require \n" |
| 405 "precision mediump float;\n" | 437 "precision mediump float;\n" |
| 406 "varying vec2 v_texCoord;\n" | 438 "varying TexCoordPrecisionHigh vec2 v_texCoord;\n" |
| 407 "uniform samplerExternalOES s_texture;\n" | 439 "uniform samplerExternalOES s_texture;\n" |
| 408 "void main()\n" | 440 "void main()\n" |
| 409 "{\n" | 441 "{\n" |
| 410 " vec4 texColor = texture2D(s_texture, v_texCoord);\n" | 442 " vec4 texColor = texture2D(s_texture, v_texCoord);\n" |
| 411 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor
.w);\n" | 443 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor
.w);\n" |
| 412 "}\n"; | 444 "}\n"); |
| 413 } | 445 } |
| 414 | 446 |
| 415 std::string FragmentShaderRGBATexAlpha::getShaderString() const | 447 std::string FragmentShaderRGBATexAlpha::getShaderString(WebGraphicsContext3D* co
ntext) const |
| 416 { | 448 { |
| 417 return SHADER( | 449 return FRAGMENT_SHADER( |
| 418 precision mediump float; | 450 precision mediump float; |
| 419 varying vec2 v_texCoord; | 451 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 420 uniform sampler2D s_texture; | 452 uniform sampler2D s_texture; |
| 421 uniform float alpha; | 453 uniform float alpha; |
| 422 void main() | 454 void main() |
| 423 { | 455 { |
| 424 vec4 texColor = texture2D(s_texture, v_texCoord); | 456 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 425 gl_FragColor = texColor * alpha; | 457 gl_FragColor = texColor * alpha; |
| 426 } | 458 } |
| 427 ); | 459 ); |
| 428 } | 460 } |
| 429 | 461 |
| 430 std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const | 462 std::string FragmentShaderRGBATexVaryingAlpha::getShaderString(WebGraphicsContex
t3D* context) const |
| 431 { | 463 { |
| 432 return SHADER( | 464 return FRAGMENT_SHADER( |
| 433 precision mediump float; | 465 precision mediump float; |
| 434 varying vec2 v_texCoord; | 466 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 435 varying float v_alpha; | 467 varying float v_alpha; |
| 436 uniform sampler2D s_texture; | 468 uniform sampler2D s_texture; |
| 437 void main() | 469 void main() |
| 438 { | 470 { |
| 439 vec4 texColor = texture2D(s_texture, v_texCoord); | 471 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 440 gl_FragColor = texColor * v_alpha; | 472 gl_FragColor = texColor * v_alpha; |
| 441 } | 473 } |
| 442 ); | 474 ); |
| 443 } | 475 } |
| 444 | 476 |
| 445 std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const | 477 std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString(WebGraphicsCo
ntext3D* context) const |
| 446 { | 478 { |
| 447 return "#extension GL_ARB_texture_rectangle : require\n" | 479 return setFragTexCoordPrecision(context, |
| 480 "#extension GL_ARB_texture_rectangle : require\n" |
| 448 "precision mediump float;\n" | 481 "precision mediump float;\n" |
| 449 "varying vec2 v_texCoord;\n" | 482 "varying TexCoordPrecisionHigh vec2 v_texCoord;\n" |
| 450 "varying float v_alpha;\n" | 483 "varying float v_alpha;\n" |
| 451 "uniform sampler2DRect s_texture;\n" | 484 "uniform sampler2DRect s_texture;\n" |
| 452 "void main()\n" | 485 "void main()\n" |
| 453 "{\n" | 486 "{\n" |
| 454 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" | 487 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" |
| 455 " gl_FragColor = texColor * v_alpha;\n" | 488 " gl_FragColor = texColor * v_alpha;\n" |
| 456 "}\n"; | 489 "}\n"); |
| 457 } | 490 } |
| 458 | 491 |
| 459 std::string FragmentShaderRGBATexOpaque::getShaderString() const | 492 std::string FragmentShaderRGBATexOpaque::getShaderString(WebGraphicsContext3D* c
ontext) const |
| 460 { | 493 { |
| 461 return SHADER( | 494 return FRAGMENT_SHADER( |
| 462 precision mediump float; | 495 precision mediump float; |
| 463 varying vec2 v_texCoord; | 496 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 464 uniform sampler2D s_texture; | 497 uniform sampler2D s_texture; |
| 465 void main() | 498 void main() |
| 466 { | 499 { |
| 467 vec4 texColor = texture2D(s_texture, v_texCoord); | 500 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 468 gl_FragColor = vec4(texColor.rgb, 1.0); | 501 gl_FragColor = vec4(texColor.rgb, 1.0); |
| 469 } | 502 } |
| 470 ); | 503 ); |
| 471 } | 504 } |
| 472 | 505 |
| 473 std::string FragmentShaderRGBATex::getShaderString() const | 506 std::string FragmentShaderRGBATex::getShaderString(WebGraphicsContext3D* context
) const |
| 474 { | 507 { |
| 475 return SHADER( | 508 return FRAGMENT_SHADER( |
| 476 precision mediump float; | 509 precision mediump float; |
| 477 varying vec2 v_texCoord; | 510 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 478 uniform sampler2D s_texture; | 511 uniform sampler2D s_texture; |
| 479 void main() | 512 void main() |
| 480 { | 513 { |
| 481 gl_FragColor = texture2D(s_texture, v_texCoord); | 514 gl_FragColor = texture2D(s_texture, v_texCoord); |
| 482 } | 515 } |
| 483 ); | 516 ); |
| 484 } | 517 } |
| 485 | 518 |
| 486 std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const | 519 std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString(WebGraphicsContex
t3D* context) const |
| 487 { | 520 { |
| 488 return SHADER( | 521 return FRAGMENT_SHADER( |
| 489 precision mediump float; | 522 precision mediump float; |
| 490 varying vec2 v_texCoord; | 523 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 491 uniform sampler2D s_texture; | 524 uniform sampler2D s_texture; |
| 492 uniform float alpha; | 525 uniform float alpha; |
| 493 void main() | 526 void main() |
| 494 { | 527 { |
| 495 vec4 texColor = texture2D(s_texture, v_texCoord); | 528 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 496 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w)
* alpha; | 529 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w)
* alpha; |
| 497 } | 530 } |
| 498 ); | 531 ); |
| 499 } | 532 } |
| 500 | 533 |
| 501 std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const | 534 std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString(WebGraphicsConte
xt3D* context) const |
| 502 { | 535 { |
| 503 return SHADER( | 536 return FRAGMENT_SHADER( |
| 504 precision mediump float; | 537 precision mediump float; |
| 505 varying vec2 v_texCoord; | 538 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 506 uniform sampler2D s_texture; | 539 uniform sampler2D s_texture; |
| 507 void main() | 540 void main() |
| 508 { | 541 { |
| 509 vec4 texColor = texture2D(s_texture, v_texCoord); | 542 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 510 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); | 543 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
| 511 } | 544 } |
| 512 ); | 545 ); |
| 513 } | 546 } |
| 514 | 547 |
| 515 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() | 548 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
| (...skipping 13 matching lines...) Expand all Loading... |
| 529 int locations[3]; | 562 int locations[3]; |
| 530 | 563 |
| 531 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 564 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 532 | 565 |
| 533 m_samplerLocation = locations[0]; | 566 m_samplerLocation = locations[0]; |
| 534 m_alphaLocation = locations[1]; | 567 m_alphaLocation = locations[1]; |
| 535 m_edgeLocation = locations[2]; | 568 m_edgeLocation = locations[2]; |
| 536 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation !=
-1); | 569 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation !=
-1); |
| 537 } | 570 } |
| 538 | 571 |
| 539 std::string FragmentShaderRGBATexAlphaAA::getShaderString() const | 572 std::string FragmentShaderRGBATexAlphaAA::getShaderString(WebGraphicsContext3D*
context) const |
| 540 { | 573 { |
| 541 return SHADER( | 574 return FRAGMENT_SHADER( |
| 542 precision mediump float; | 575 precision mediump float; |
| 543 varying vec2 v_texCoord; | 576 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 544 uniform sampler2D s_texture; | 577 uniform sampler2D s_texture; |
| 545 uniform float alpha; | 578 uniform float alpha; |
| 546 uniform vec3 edge[8]; | 579 uniform vec3 edge[8]; |
| 547 void main() | 580 void main() |
| 548 { | 581 { |
| 549 vec4 texColor = texture2D(s_texture, v_texCoord); | 582 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 550 vec3 pos = vec3(gl_FragCoord.xy, 1); | 583 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 551 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 584 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 552 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 585 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 553 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 586 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| (...skipping 27 matching lines...) Expand all Loading... |
| 581 | 614 |
| 582 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 615 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 583 | 616 |
| 584 m_samplerLocation = locations[0]; | 617 m_samplerLocation = locations[0]; |
| 585 m_alphaLocation = locations[1]; | 618 m_alphaLocation = locations[1]; |
| 586 m_fragmentTexTransformLocation = locations[2]; | 619 m_fragmentTexTransformLocation = locations[2]; |
| 587 m_edgeLocation = locations[3]; | 620 m_edgeLocation = locations[3]; |
| 588 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTran
sformLocation != -1 && m_edgeLocation != -1); | 621 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTran
sformLocation != -1 && m_edgeLocation != -1); |
| 589 } | 622 } |
| 590 | 623 |
| 591 std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const | 624 std::string FragmentShaderRGBATexClampAlphaAA::getShaderString(WebGraphicsContex
t3D* context) const |
| 592 { | 625 { |
| 593 return SHADER( | 626 return FRAGMENT_SHADER( |
| 594 precision mediump float; | 627 precision mediump float; |
| 595 varying vec2 v_texCoord; | 628 varying TexCoordPrecisionMedium vec2 v_texCoord; |
| 596 uniform sampler2D s_texture; | 629 uniform sampler2D s_texture; |
| 597 uniform float alpha; | 630 uniform float alpha; |
| 598 uniform vec4 fragmentTexTransform; | 631 uniform TexCoordPrecisionMedium vec4 fragmentTexTransform; |
| 599 uniform vec3 edge[8]; | 632 uniform vec3 edge[8]; |
| 600 void main() | 633 void main() |
| 601 { | 634 { |
| 602 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z
w + fragmentTexTransform.xy; | 635 TexCoordPrecisionMedium vec2 texCoord = clamp(v_texCoord, 0.0, 1.0)
* fragmentTexTransform.zw + fragmentTexTransform.xy; |
| 603 vec4 texColor = texture2D(s_texture, texCoord); | 636 vec4 texColor = texture2D(s_texture, texCoord); |
| 604 vec3 pos = vec3(gl_FragCoord.xy, 1); | 637 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 605 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 638 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 606 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 639 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 607 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 640 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 608 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 641 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 609 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 642 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 610 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 643 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 611 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 644 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 612 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 645 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| 613 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min
(a4, a6) * min(a5, a7)); | 646 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min
(a4, a6) * min(a5, a7)); |
| 614 } | 647 } |
| 615 ); | 648 ); |
| 616 } | 649 } |
| 617 | 650 |
| 618 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const | 651 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString(WebGraphic
sContext3D* context) const |
| 619 { | 652 { |
| 620 return SHADER( | 653 return FRAGMENT_SHADER( |
| 621 precision mediump float; | 654 precision mediump float; |
| 622 varying vec2 v_texCoord; | 655 varying TexCoordPrecisionMedium vec2 v_texCoord; |
| 623 uniform sampler2D s_texture; | 656 uniform sampler2D s_texture; |
| 624 uniform float alpha; | 657 uniform float alpha; |
| 625 uniform vec4 fragmentTexTransform; | 658 uniform TexCoordPrecisionMedium vec4 fragmentTexTransform; |
| 626 uniform vec3 edge[8]; | 659 uniform vec3 edge[8]; |
| 627 void main() | 660 void main() |
| 628 { | 661 { |
| 629 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z
w + fragmentTexTransform.xy; | 662 TexCoordPrecisionMedium vec2 texCoord = clamp(v_texCoord, 0.0, 1.0)
* fragmentTexTransform.zw + fragmentTexTransform.xy; |
| 630 vec4 texColor = texture2D(s_texture, texCoord); | 663 vec4 texColor = texture2D(s_texture, texCoord); |
| 631 vec3 pos = vec3(gl_FragCoord.xy, 1); | 664 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 632 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 665 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 633 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 666 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 634 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 667 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 635 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 668 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 636 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 669 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 637 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 670 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 638 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 671 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 639 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 672 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| (...skipping 24 matching lines...) Expand all Loading... |
| 664 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 697 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 665 | 698 |
| 666 m_samplerLocation = locations[0]; | 699 m_samplerLocation = locations[0]; |
| 667 m_maskSamplerLocation = locations[1]; | 700 m_maskSamplerLocation = locations[1]; |
| 668 m_alphaLocation = locations[2]; | 701 m_alphaLocation = locations[2]; |
| 669 m_maskTexCoordScaleLocation = locations[3]; | 702 m_maskTexCoordScaleLocation = locations[3]; |
| 670 m_maskTexCoordOffsetLocation = locations[4]; | 703 m_maskTexCoordOffsetLocation = locations[4]; |
| 671 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca
tion != -1); | 704 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca
tion != -1); |
| 672 } | 705 } |
| 673 | 706 |
| 674 std::string FragmentShaderRGBATexAlphaMask::getShaderString() const | 707 std::string FragmentShaderRGBATexAlphaMask::getShaderString(WebGraphicsContext3D
* context) const |
| 675 { | 708 { |
| 676 return SHADER( | 709 return FRAGMENT_SHADER( |
| 677 precision mediump float; | 710 precision mediump float; |
| 678 varying vec2 v_texCoord; | 711 varying TexCoordPrecisionMedium vec2 v_texCoord; |
| 679 uniform sampler2D s_texture; | 712 uniform sampler2D s_texture; |
| 680 uniform sampler2D s_mask; | 713 uniform sampler2D s_mask; |
| 681 uniform vec2 maskTexCoordScale; | 714 uniform TexCoordPrecisionMedium vec2 maskTexCoordScale; |
| 682 uniform vec2 maskTexCoordOffset; | 715 uniform TexCoordPrecisionMedium vec2 maskTexCoordOffset; |
| 683 uniform float alpha; | 716 uniform float alpha; |
| 684 void main() | 717 void main() |
| 685 { | 718 { |
| 686 vec4 texColor = texture2D(s_texture, v_texCoord); | 719 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 687 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskT
exCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 720 TexCoordPrecision vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_
texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexC
oordScale.y); |
| 688 vec4 maskColor = texture2D(s_mask, maskTexCoord); | 721 vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| 689 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w)
* alpha * maskColor.w; | 722 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w)
* alpha * maskColor.w; |
| 690 } | 723 } |
| 691 ); | 724 ); |
| 692 } | 725 } |
| 693 | 726 |
| 694 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() | 727 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
| 695 : m_samplerLocation(-1) | 728 : m_samplerLocation(-1) |
| 696 , m_maskSamplerLocation(-1) | 729 , m_maskSamplerLocation(-1) |
| 697 , m_alphaLocation(-1) | 730 , m_alphaLocation(-1) |
| (...skipping 18 matching lines...) Expand all Loading... |
| 716 | 749 |
| 717 m_samplerLocation = locations[0]; | 750 m_samplerLocation = locations[0]; |
| 718 m_maskSamplerLocation = locations[1]; | 751 m_maskSamplerLocation = locations[1]; |
| 719 m_alphaLocation = locations[2]; | 752 m_alphaLocation = locations[2]; |
| 720 m_edgeLocation = locations[3]; | 753 m_edgeLocation = locations[3]; |
| 721 m_maskTexCoordScaleLocation = locations[4]; | 754 m_maskTexCoordScaleLocation = locations[4]; |
| 722 m_maskTexCoordOffsetLocation = locations[5]; | 755 m_maskTexCoordOffsetLocation = locations[5]; |
| 723 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca
tion != -1 && m_edgeLocation != -1); | 756 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca
tion != -1 && m_edgeLocation != -1); |
| 724 } | 757 } |
| 725 | 758 |
| 726 std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const | 759 std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString(WebGraphicsContext
3D* context) const |
| 727 { | 760 { |
| 728 return SHADER( | 761 return FRAGMENT_SHADER( |
| 729 precision mediump float; | 762 precision mediump float; |
| 730 varying vec2 v_texCoord; | 763 varying TexCoordPrecisionMedium vec2 v_texCoord; |
| 731 uniform sampler2D s_texture; | 764 uniform sampler2D s_texture; |
| 732 uniform sampler2D s_mask; | 765 uniform sampler2D s_mask; |
| 733 uniform vec2 maskTexCoordScale; | 766 uniform TexCoordPrecisionMedium vec2 maskTexCoordScale; |
| 734 uniform vec2 maskTexCoordOffset; | 767 uniform TexCoordPrecisionMedium vec2 maskTexCoordOffset; |
| 735 uniform float alpha; | 768 uniform float alpha; |
| 736 uniform vec3 edge[8]; | 769 uniform vec3 edge[8]; |
| 737 void main() | 770 void main() |
| 738 { | 771 { |
| 739 vec4 texColor = texture2D(s_texture, v_texCoord); | 772 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 740 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskT
exCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 773 TexCoordPrecisionMedium vec2 maskTexCoord = vec2(maskTexCoordOffset.
x + v_texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * ma
skTexCoordScale.y); |
| 741 vec4 maskColor = texture2D(s_mask, maskTexCoord); | 774 vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| 742 vec3 pos = vec3(gl_FragCoord.xy, 1); | 775 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 743 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 776 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 744 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 777 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 745 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 778 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 746 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 779 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 747 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 780 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 748 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 781 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 749 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 782 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 750 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 783 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| (...skipping 30 matching lines...) Expand all Loading... |
| 781 m_uTextureLocation = locations[1]; | 814 m_uTextureLocation = locations[1]; |
| 782 m_vTextureLocation = locations[2]; | 815 m_vTextureLocation = locations[2]; |
| 783 m_alphaLocation = locations[3]; | 816 m_alphaLocation = locations[3]; |
| 784 m_yuvMatrixLocation = locations[4]; | 817 m_yuvMatrixLocation = locations[4]; |
| 785 m_yuvAdjLocation = locations[5]; | 818 m_yuvAdjLocation = locations[5]; |
| 786 | 819 |
| 787 DCHECK(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLoc
ation != -1 | 820 DCHECK(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLoc
ation != -1 |
| 788 && m_alphaLocation != -1 && m_yuvMatrixLocation != -1 && m_yuvAdjLoca
tion != -1); | 821 && m_alphaLocation != -1 && m_yuvMatrixLocation != -1 && m_yuvAdjLoca
tion != -1); |
| 789 } | 822 } |
| 790 | 823 |
| 791 std::string FragmentShaderYUVVideo::getShaderString() const | 824 std::string FragmentShaderYUVVideo::getShaderString(WebGraphicsContext3D* contex
t) const |
| 792 { | 825 { |
| 793 return SHADER( | 826 return FRAGMENT_SHADER( |
| 794 precision mediump float; | 827 precision mediump float; |
| 795 precision mediump int; | 828 precision mediump int; |
| 796 varying vec2 v_texCoord; | 829 varying TexCoordPrecisionHigh vec2 v_texCoord; |
| 797 uniform sampler2D y_texture; | 830 uniform sampler2D y_texture; |
| 798 uniform sampler2D u_texture; | 831 uniform sampler2D u_texture; |
| 799 uniform sampler2D v_texture; | 832 uniform sampler2D v_texture; |
| 800 uniform float alpha; | 833 uniform float alpha; |
| 801 uniform vec3 yuv_adj; | 834 uniform vec3 yuv_adj; |
| 802 uniform mat3 yuv_matrix; | 835 uniform mat3 yuv_matrix; |
| 803 void main() | 836 void main() |
| 804 { | 837 { |
| 805 float y_raw = texture2D(y_texture, v_texCoord).x; | 838 float y_raw = texture2D(y_texture, v_texCoord).x; |
| 806 float u_unsigned = texture2D(u_texture, v_texCoord).x; | 839 float u_unsigned = texture2D(u_texture, v_texCoord).x; |
| (...skipping 16 matching lines...) Expand all Loading... |
| 823 "color", | 856 "color", |
| 824 }; | 857 }; |
| 825 int locations[1]; | 858 int locations[1]; |
| 826 | 859 |
| 827 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 860 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 828 | 861 |
| 829 m_colorLocation = locations[0]; | 862 m_colorLocation = locations[0]; |
| 830 DCHECK(m_colorLocation != -1); | 863 DCHECK(m_colorLocation != -1); |
| 831 } | 864 } |
| 832 | 865 |
| 833 std::string FragmentShaderColor::getShaderString() const | 866 std::string FragmentShaderColor::getShaderString(WebGraphicsContext3D* context)
const |
| 834 { | 867 { |
| 835 return SHADER( | 868 return FRAGMENT_SHADER( |
| 836 precision mediump float; | 869 precision mediump float; |
| 837 uniform vec4 color; | 870 uniform vec4 color; |
| 838 void main() | 871 void main() |
| 839 { | 872 { |
| 840 gl_FragColor = color; | 873 gl_FragColor = color; |
| 841 } | 874 } |
| 842 ); | 875 ); |
| 843 } | 876 } |
| 844 | 877 |
| 845 FragmentShaderCheckerboard::FragmentShaderCheckerboard() | 878 FragmentShaderCheckerboard::FragmentShaderCheckerboard() |
| (...skipping 15 matching lines...) Expand all Loading... |
| 861 | 894 |
| 862 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 895 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; |
| 863 | 896 |
| 864 m_alphaLocation = locations[0]; | 897 m_alphaLocation = locations[0]; |
| 865 m_texTransformLocation = locations[1]; | 898 m_texTransformLocation = locations[1]; |
| 866 m_frequencyLocation = locations[2]; | 899 m_frequencyLocation = locations[2]; |
| 867 m_colorLocation = locations[3]; | 900 m_colorLocation = locations[3]; |
| 868 DCHECK(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyL
ocation != -1 && m_colorLocation != -1); | 901 DCHECK(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyL
ocation != -1 && m_colorLocation != -1); |
| 869 } | 902 } |
| 870 | 903 |
| 871 std::string FragmentShaderCheckerboard::getShaderString() const | 904 std::string FragmentShaderCheckerboard::getShaderString(WebGraphicsContext3D* co
ntext) const |
| 872 { | 905 { |
| 873 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" | 906 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" |
| 874 // by Munshi, Ginsburg, Shreiner. | 907 // by Munshi, Ginsburg, Shreiner. |
| 875 return SHADER( | 908 return FRAGMENT_SHADER( |
| 876 precision mediump float; | 909 precision mediump float; |
| 877 precision mediump int; | 910 precision mediump int; |
| 878 varying vec2 v_texCoord; | 911 varying TexCoordPrecisionMedium vec2 v_texCoord; |
| 879 uniform float alpha; | 912 uniform float alpha; |
| 880 uniform float frequency; | 913 uniform float frequency; |
| 881 uniform vec4 texTransform; | 914 uniform vec4 texTransform; |
| 882 uniform vec4 color; | 915 uniform vec4 color; |
| 883 void main() | 916 void main() |
| 884 { | 917 { |
| 885 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); | 918 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
| 886 vec4 color2 = color; | 919 vec4 color2 = color; |
| 887 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT
ransform.xy; | 920 TexCoordPrecisionMedium vec2 texCoord = clamp(v_texCoord, 0.0, 1.0)
* texTransform.zw + texTransform.xy; |
| 888 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | 921 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
| 889 float picker = abs(coord.x - coord.y); | 922 float picker = abs(coord.x - coord.y); |
| 890 gl_FragColor = mix(color1, color2, picker) * alpha; | 923 gl_FragColor = mix(color1, color2, picker) * alpha; |
| 891 } | 924 } |
| 892 ); | 925 ); |
| 893 } | 926 } |
| 894 | 927 |
| 895 } // namespace cc | 928 } // namespace cc |
| OLD | NEW |