| Index: cc/output/shader.cc
|
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc
|
| index 15ad7e05fa71224363e5176b35d5973434aef155..4a877ae859f6e6da9bcd4d759881fdfe78e45f00 100644
|
| --- a/cc/output/shader.cc
|
| +++ b/cc/output/shader.cc
|
| @@ -2253,64 +2253,4 @@ std::string FragmentShaderColorAA::GetShaderBody() {
|
| });
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| }
|
|
|
| -FragmentShaderCheckerboard::FragmentShaderCheckerboard()
|
| - : alpha_location_(-1),
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| - tex_transform_location_(-1),
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| - frequency_location_(-1) {
|
| -}
|
| -
|
| -void FragmentShaderCheckerboard::Init(GLES2Interface* context,
|
| - unsigned program,
|
| - int* base_uniform_index) {
|
| - static const char* uniforms[] = {
|
| - "alpha", "texTransform", "frequency", "color",
|
| - };
|
| - int locations[arraysize(uniforms)];
|
| -
|
| - GetProgramUniformLocations(context,
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| - program,
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| - arraysize(uniforms),
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| - uniforms,
|
| - locations,
|
| - base_uniform_index);
|
| - alpha_location_ = locations[0];
|
| - tex_transform_location_ = locations[1];
|
| - frequency_location_ = locations[2];
|
| - color_location_ = locations[3];
|
| -}
|
| -
|
| -std::string FragmentShaderCheckerboard::GetShaderString(
|
| - TexCoordPrecision precision,
|
| - SamplerType sampler) const {
|
| - return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| -}
|
| -
|
| -std::string FragmentShaderCheckerboard::GetShaderHead() {
|
| - return SHADER0([]() {
|
| - precision mediump float;
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| - precision mediump int;
|
| - varying vec2 v_texCoord;
|
| - uniform float alpha;
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| - uniform float frequency;
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| - uniform vec4 texTransform;
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| - uniform vec4 color;
|
| - });
|
| -}
|
| -
|
| -std::string FragmentShaderCheckerboard::GetShaderBody() {
|
| - // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
|
| - // by Munshi, Ginsburg, Shreiner.
|
| - return SHADER0([]() {
|
| - void main() {
|
| - vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
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| - vec4 color2 = color;
|
| - 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); // NOLINT
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| - gl_FragColor = mix(color1, color2, picker) * alpha;
|
| - }
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| - });
|
| -}
|
| -
|
| } // namespace cc
|
|
|