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Unified Diff: cc/output/shader.cc

Issue 12665005: cc: Use highp precision for texture coords if available and needed (Closed) Base URL: http://git.chromium.org/chromium/src.git@highp2
Patch Set: Rebase on pending Chromification https://codereview.chromium.org/13004003 Created 7 years, 9 months ago
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Index: cc/output/shader.cc
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
index 1a892d3dc6e8944890da683f928fb8f1be750148..3983421c1e7943f6f5ba9e171d838e37cfab2fd5 100644
--- a/cc/output/shader.cc
+++ b/cc/output/shader.cc
@@ -6,10 +6,13 @@
#include "base/basictypes.h"
#include "base/logging.h"
+#include "cc/output/gl_renderer.h" // For the GLC() macro.
#include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h"
+#include "third_party/khronos/GLES2/gl2.h"
#define SHADER0(Src) #Src
-#define SHADER(Src) SHADER0(Src)
+#define VERTEX_SHADER(Src) setVertexTexCoordPrecision(SHADER0(Src))
+#define FRAGMENT_SHADER(Src) setFragTexCoordPrecision(precision, SHADER0(Src))
using WebKit::WebGraphicsContext3D;
@@ -40,6 +43,65 @@ static void GetProgramUniformLocations(WebGraphicsContext3D* context,
}
}
+static std::string setFragTexCoordPrecision(
+ TexCoordPrecision requestedPrecision, std::string shaderString)
+{
+ switch (requestedPrecision) {
+ case TexCoordPrecisionHigh:
+ DCHECK_NE(shaderString.find("TexCoordPrecision"), std::string::npos);
+ return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ " #define TexCoordPrecision highp\n"
+ "#else\n"
+ " #define TexCoordPrecision mediump\n"
+ "#endif\n" +
+ shaderString;
+ case TexCoordPrecisionMedium:
+ DCHECK_NE(shaderString.find("TexCoordPrecision"), std::string::npos);
+ return "#define TexCoordPrecision mediump\n" +
+ shaderString;
+ case TexCoordPrecisionNA:
+ DCHECK_EQ(shaderString.find("TexCoordPrecision"), std::string::npos);
+ return shaderString;
+ default:
+ NOTREACHED();
+ }
+}
+
+static std::string setVertexTexCoordPrecision(const char* shaderString)
+{
+ // We unconditionally use highp in the vertex shader since
+ // we are unlikely to be vertex shader bound when drawing large quads.
+ // Also, some vertex shaders mutate the texture coordinate in such a
+ // way that the effective precision might be lower than expected.
+ return "#define TexCoordPrecision highp\n" +
+ std::string(shaderString);
+}
+
+}
+
+int TexCoordHighpThreshold(WebKit::WebGraphicsContext3D* context) {
+ GLint range[2];
+ GLint precision = 0;
+ GLC(context, context->getShaderPrecisionFormat(GL_FRAGMENT_SHADER,
+ GL_MEDIUM_FLOAT,
+ range, &precision));
+#if defined(OS_ANDROID)
aelias_OOO_until_Jul13 2013/03/24 00:52:02 Fine functionality-wise, but there shouldn't be an
danakj 2013/03/24 17:39:58 And then running the shader compilation unit tests
+ // We bias the threshold on Android to be more conservative, so as to avoid
+ // performance regressions. There has been obvious corruption with 2560 pixel
+ // displays, but none has been reported with lower resolution displays.
+ return std::max(1 << precision, 2048);
+#else
+ return 1 << precision;
+#endif
+}
+
+TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context,
+ const gfx::Point& max_coordinate) {
+ int highp_threshold = TexCoordHighpThreshold(context);
+ if (max_coordinate.x() > highp_threshold ||
+ max_coordinate.y() > highp_threshold)
+ return TexCoordPrecisionHigh;
+ return TexCoordPrecisionMedium;
}
VertexShaderPosTex::VertexShaderPosTex()
@@ -68,11 +130,11 @@ void VertexShaderPosTex::Init(WebGraphicsContext3D* context,
}
std::string VertexShaderPosTex::GetShaderString() const {
- return SHADER(
+ return VERTEX_SHADER(
attribute vec4 a_position;
- attribute vec2 a_texCoord;
+ attribute TexCoordPrecision vec2 a_texCoord;
uniform mat4 matrix;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
void main() {
gl_Position = matrix * a_position;
v_texCoord = a_texCoord;
@@ -109,13 +171,13 @@ void VertexShaderPosTexYUVStretch::Init(WebGraphicsContext3D* context,
}
std::string VertexShaderPosTexYUVStretch::GetShaderString() const {
- return SHADER(
+ return VERTEX_SHADER(
precision mediump float;
attribute vec4 a_position;
- attribute vec2 a_texCoord;
+ attribute TexCoordPrecision vec2 a_texCoord;
uniform mat4 matrix;
- varying vec2 v_texCoord;
- uniform vec2 texScale;
+ varying TexCoordPrecision vec2 v_texCoord;
+ uniform TexCoordPrecision vec2 texScale;
void main() {
gl_Position = matrix * a_position;
v_texCoord = a_texCoord * texScale;
@@ -149,7 +211,7 @@ void VertexShaderPos::Init(WebGraphicsContext3D* context,
}
std::string VertexShaderPos::GetShaderString() const {
- return SHADER(
+ return VERTEX_SHADER(
attribute vec4 a_position;
uniform mat4 matrix;
void main() {
@@ -191,18 +253,18 @@ void VertexShaderPosTexTransform::Init(WebGraphicsContext3D* context,
}
std::string VertexShaderPosTexTransform::GetShaderString() const {
- return SHADER(
+ return VERTEX_SHADER(
attribute vec4 a_position;
- attribute vec2 a_texCoord;
+ attribute TexCoordPrecision vec2 a_texCoord;
attribute float a_index;
uniform mat4 matrix[8];
- uniform vec4 texTransform[8];
+ uniform TexCoordPrecision vec4 texTransform[8];
uniform float opacity[32];
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
varying float v_alpha;
void main() {
gl_Position = matrix[int(a_index * 0.25)] * a_position;
- vec4 texTrans = texTransform[int(a_index * 0.25)];
+ TexCoordPrecision vec4 texTrans = texTransform[int(a_index * 0.25)];
v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
v_alpha = opacity[int(a_index)];
}
@@ -210,18 +272,18 @@ std::string VertexShaderPosTexTransform::GetShaderString() const {
}
std::string VertexShaderPosTexTransformFlip::GetShaderString() const {
- return SHADER(
+ return VERTEX_SHADER(
attribute vec4 a_position;
- attribute vec2 a_texCoord;
+ attribute TexCoordPrecision vec2 a_texCoord;
attribute float a_index;
uniform mat4 matrix[8];
- uniform vec4 texTransform[8];
+ uniform TexCoordPrecision vec4 texTransform[8];
uniform float opacity[32];
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
varying float v_alpha;
void main() {
gl_Position = matrix[int(a_index * 0.25)] * a_position;
- vec4 texTrans = texTransform[int(a_index * 0.25)];
+ TexCoordPrecision vec4 texTrans = texTransform[int(a_index * 0.25)];
v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
v_texCoord.y = 1.0 - v_texCoord.y;
v_alpha = opacity[int(a_index)];
@@ -230,9 +292,9 @@ std::string VertexShaderPosTexTransformFlip::GetShaderString() const {
}
std::string VertexShaderPosTexIdentity::GetShaderString() const {
- return SHADER(
+ return VERTEX_SHADER(
attribute vec4 a_position;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
void main() {
gl_Position = a_position;
v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
@@ -276,16 +338,16 @@ void VertexShaderQuad::Init(WebGraphicsContext3D* context,
}
std::string VertexShaderQuad::GetShaderString() const {
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
+ return VERTEX_SHADER(
+ attribute TexCoordPrecision vec4 a_position;
+ attribute TexCoordPrecision vec2 a_texCoord;
uniform mat4 matrix;
- uniform vec2 point_bug223014[4];
- uniform vec2 texScale;
- varying vec2 v_texCoord;
+ uniform TexCoordPrecision vec2 point_bug223014[4];
+ uniform TexCoordPrecision vec2 texScale;
+ varying TexCoordPrecision vec2 v_texCoord;
void main() {
- vec2 complement = abs(a_texCoord - 1.0);
- vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
+ TexCoordPrecision vec2 complement = abs(a_texCoord - 1.0);
+ TexCoordPrecision vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
pos.xy += (complement.x * complement.y) * point_bug223014[0];
pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1];
pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2];
@@ -329,16 +391,16 @@ void VertexShaderTile::Init(WebGraphicsContext3D* context,
}
std::string VertexShaderTile::GetShaderString() const {
- return SHADER(
- attribute vec4 a_position;
- attribute vec2 a_texCoord;
+ return VERTEX_SHADER(
+ attribute TexCoordPrecision vec4 a_position;
+ attribute TexCoordPrecision vec2 a_texCoord;
uniform mat4 matrix;
- uniform vec2 point_bug223014[4];
- uniform vec4 vertexTexTransform;
- varying vec2 v_texCoord;
+ uniform TexCoordPrecision vec2 point_bug223014[4];
+ uniform TexCoordPrecision vec4 vertexTexTransform;
+ varying TexCoordPrecision vec2 v_texCoord;
void main() {
- vec2 complement = abs(a_texCoord - 1.0);
- vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
+ TexCoordPrecision vec2 complement = abs(a_texCoord - 1.0);
+ TexCoordPrecision vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
pos.xy += (complement.x * complement.y) * point_bug223014[0];
pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1];
pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2];
@@ -378,12 +440,12 @@ bool VertexShaderVideoTransform::Init(WebGraphicsContext3D* context,
}
std::string VertexShaderVideoTransform::GetShaderString() const {
- return SHADER(
+ return VERTEX_SHADER(
attribute vec4 a_position;
- attribute vec2 a_texCoord;
+ attribute TexCoordPrecision vec2 a_texCoord;
uniform mat4 matrix;
- uniform mat4 texMatrix;
- varying vec2 v_texCoord;
+ uniform TexCoordPrecision mat4 texMatrix;
+ varying TexCoordPrecision vec2 v_texCoord;
void main() {
gl_Position = matrix * a_position;
v_texCoord =
@@ -467,12 +529,13 @@ bool FragmentShaderOESImageExternal::Init(WebGraphicsContext3D* context,
return sampler_location_ != -1;
}
-std::string FragmentShaderOESImageExternal::GetShaderString() const {
+std::string FragmentShaderOESImageExternal::GetShaderString(
+ TexCoordPrecision precision) const {
// Cannot use the SHADER() macro because of the '#' char
- return "#extension GL_OES_EGL_image_external : require\n"
- SHADER(
+ return "#extension GL_OES_EGL_image_external : require\n" +
+ FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform samplerExternalOES s_texture;
void main() {
vec4 texColor = texture2D(s_texture, v_texCoord);
@@ -481,10 +544,11 @@ std::string FragmentShaderOESImageExternal::GetShaderString() const {
);
}
-std::string FragmentShaderRGBATexAlpha::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexAlpha::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
void main() {
@@ -494,10 +558,11 @@ std::string FragmentShaderRGBATexAlpha::GetShaderString() const {
);
}
-std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
varying float v_alpha;
uniform sampler2D s_texture;
void main() {
@@ -507,11 +572,12 @@ std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString() const {
);
}
-std::string FragmentShaderRGBATexRectVaryingAlpha::GetShaderString() const {
- return "#extension GL_ARB_texture_rectangle : require\n"
- SHADER(
+std::string FragmentShaderRGBATexRectVaryingAlpha::GetShaderString(
+ TexCoordPrecision precision) const {
+ return "#extension GL_ARB_texture_rectangle : require\n" +
+ FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
varying float v_alpha;
uniform sampler2DRect s_texture;
void main() {
@@ -521,10 +587,11 @@ std::string FragmentShaderRGBATexRectVaryingAlpha::GetShaderString() const {
);
}
-std::string FragmentShaderRGBATexOpaque::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexOpaque::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
void main() {
vec4 texColor = texture2D(s_texture, v_texCoord);
@@ -533,10 +600,11 @@ std::string FragmentShaderRGBATexOpaque::GetShaderString() const {
);
}
-std::string FragmentShaderRGBATex::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATex::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
void main() {
gl_FragColor = texture2D(s_texture, v_texCoord);
@@ -544,10 +612,11 @@ std::string FragmentShaderRGBATex::GetShaderString() const {
);
}
-std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
void main() {
@@ -558,10 +627,11 @@ std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString() const {
);
}
-std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
void main() {
vec4 texColor = texture2D(s_texture, v_texCoord);
@@ -602,10 +672,11 @@ void FragmentShaderRGBATexAlphaAA::Init(WebGraphicsContext3D* context,
edge_location_ != -1);
}
-std::string FragmentShaderRGBATexAlphaAA::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
uniform vec3 edge[8];
@@ -661,16 +732,18 @@ void FragmentTexClampAlphaAABinding::Init(WebGraphicsContext3D* context,
fragment_tex_transform_location_ != -1 && edge_location_ != -1);
}
-std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
- uniform vec4 fragmentTexTransform;
+ uniform TexCoordPrecision vec4 fragmentTexTransform;
uniform vec3 edge[8];
void main() {
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
+ TexCoordPrecision vec2 texCoord =
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
fragmentTexTransform.xy;
vec4 texColor = texture2D(s_texture, texCoord);
vec3 pos = vec3(gl_FragCoord.xy, 1);
@@ -688,16 +761,18 @@ std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString() const {
);
}
-std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
- uniform vec4 fragmentTexTransform;
+ uniform TexCoordPrecision vec4 fragmentTexTransform;
uniform vec3 edge[8];
void main() {
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
+ TexCoordPrecision vec2 texCoord =
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
fragmentTexTransform.xy;
vec4 texColor = texture2D(s_texture, texCoord);
vec3 pos = vec3(gl_FragCoord.xy, 1);
@@ -752,21 +827,21 @@ void FragmentShaderRGBATexAlphaMask::Init(WebGraphicsContext3D* context,
alpha_location_ != -1);
}
-std::string FragmentShaderRGBATexAlphaMask::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
uniform sampler2D s_mask;
- uniform vec2 maskTexCoordScale;
- uniform vec2 maskTexCoordOffset;
+ uniform TexCoordPrecision vec2 maskTexCoordScale;
+ uniform TexCoordPrecision vec2 maskTexCoordOffset;
uniform float alpha;
void main() {
vec4 texColor = texture2D(s_texture, v_texCoord);
- vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x *
- maskTexCoordScale.x,
- maskTexCoordOffset.y + v_texCoord.y *
- maskTexCoordScale.y);
+ TexCoordPrecision vec2 maskTexCoord =
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
vec4 maskColor = texture2D(s_mask, maskTexCoord);
gl_FragColor = vec4(texColor.x, texColor.y,
texColor.z, texColor.w) * alpha * maskColor.w;
@@ -814,22 +889,22 @@ void FragmentShaderRGBATexAlphaMaskAA::Init(WebGraphicsContext3D* context,
alpha_location_ != -1 && edge_location_ != -1);
}
-std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D s_texture;
uniform sampler2D s_mask;
- uniform vec2 maskTexCoordScale;
- uniform vec2 maskTexCoordOffset;
+ uniform TexCoordPrecision vec2 maskTexCoordScale;
+ uniform TexCoordPrecision vec2 maskTexCoordOffset;
uniform float alpha;
uniform vec3 edge[8];
void main() {
vec4 texColor = texture2D(s_texture, v_texCoord);
- vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x *
- maskTexCoordScale.x,
- maskTexCoordOffset.y + v_texCoord.y *
- maskTexCoordScale.y);
+ TexCoordPrecision vec2 maskTexCoord =
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
vec4 maskColor = texture2D(s_mask, maskTexCoord);
vec3 pos = vec3(gl_FragCoord.xy, 1);
float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
@@ -890,11 +965,12 @@ void FragmentShaderYUVVideo::Init(WebGraphicsContext3D* context,
yuv_matrix_location_ != -1 && yuv_adj_location_ != -1);
}
-std::string FragmentShaderYUVVideo::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderYUVVideo::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
precision mediump int;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform sampler2D y_texture;
uniform sampler2D u_texture;
uniform sampler2D v_texture;
@@ -937,8 +1013,9 @@ void FragmentShaderColor::Init(WebGraphicsContext3D* context,
DCHECK(color_location_ != -1);
}
-std::string FragmentShaderColor::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderColor::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
uniform vec4 color;
void main() {
@@ -975,8 +1052,9 @@ void FragmentShaderColorAA::Init(WebGraphicsContext3D* context,
DCHECK(edge_location_ != -1 && color_location_ != -1);
}
-std::string FragmentShaderColorAA::GetShaderString() const {
- return SHADER(
+std::string FragmentShaderColorAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
precision mediump float;
uniform vec4 color;
uniform vec3 edge[8];
@@ -1030,13 +1108,14 @@ void FragmentShaderCheckerboard::Init(WebGraphicsContext3D* context,
frequency_location_ != -1 && color_location_ != -1);
}
-std::string FragmentShaderCheckerboard::GetShaderString() const {
+std::string FragmentShaderCheckerboard::GetShaderString(
+ TexCoordPrecision precision) const {
// Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
// by Munshi, Ginsburg, Shreiner.
- return SHADER(
+ return FRAGMENT_SHADER(
precision mediump float;
precision mediump int;
- varying vec2 v_texCoord;
+ varying TexCoordPrecision vec2 v_texCoord;
uniform float alpha;
uniform float frequency;
uniform vec4 texTransform;
@@ -1044,8 +1123,8 @@ std::string FragmentShaderCheckerboard::GetShaderString() const {
void main() {
vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
vec4 color2 = color;
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw +
- texTransform.xy;
+ TexCoordPrecision 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);
gl_FragColor = mix(color1, color2, picker) * alpha;
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