| 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/output/shader.h" | 5 #include "cc/output/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 |
| 11 #define SHADER0(Src) #Src | 11 #define SHADER0(Src) #Src |
| 12 #define SHADER(Src) SHADER0(Src) | 12 #define SHADER(Src) SHADER0(Src) |
| 13 | 13 |
| 14 using WebKit::WebGraphicsContext3D; | 14 using WebKit::WebGraphicsContext3D; |
| 15 | 15 |
| 16 namespace cc { | 16 namespace cc { |
| 17 | 17 |
| 18 namespace { | 18 namespace { |
| 19 | 19 |
| 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) | 20 static void GetProgramUniformLocations(WebGraphicsContext3D* context, |
| 21 { | 21 unsigned program, |
| 22 for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) { | 22 const char** shader_uniforms, |
| 23 DCHECK(uniformIndex < maxLocations); | 23 size_t count, |
| 24 | 24 size_t max_locations, |
| 25 if (usingBindUniform) { | 25 int* locations, |
| 26 locations[uniformIndex] = (*baseUniformIndex)++; | 26 bool using_bind_uniform, |
| 27 context->bindUniformLocationCHROMIUM(program, locations[uniformIndex
], shaderUniforms[uniformIndex]); | 27 int* base_uniform_index) { |
| 28 } else | 28 for (size_t uniform_index = 0; uniform_index < count; uniform_index ++) { |
| 29 locations[uniformIndex] = context->getUniformLocation(program, shade
rUniforms[uniformIndex]); | 29 DCHECK(uniform_index < max_locations); |
| 30 } | 30 |
| 31 if (using_bind_uniform) { |
| 32 locations[uniform_index] = (*base_uniform_index)++; |
| 33 context->bindUniformLocationCHROMIUM(program, |
| 34 locations[uniform_index], |
| 35 shader_uniforms[uniform_index]); |
| 36 } else { |
| 37 locations[uniform_index] = |
| 38 context->getUniformLocation(program, shader_uniforms[uniform_index]); |
| 39 } |
| 40 } |
| 31 } | 41 } |
| 32 | 42 |
| 33 } | 43 } |
| 34 | 44 |
| 35 VertexShaderPosTex::VertexShaderPosTex() | 45 VertexShaderPosTex::VertexShaderPosTex() |
| 36 : m_matrixLocation(-1) | 46 : matrix_location_(-1) { } |
| 37 { | 47 |
| 38 } | 48 void VertexShaderPosTex::Init(WebGraphicsContext3D* context, |
| 39 | 49 unsigned program, |
| 40 void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, b
ool usingBindUniform, int* baseUniformIndex) | 50 bool using_bind_uniform, |
| 41 { | 51 int* base_uniform_index) { |
| 42 static const char* shaderUniforms[] = { | 52 static const char* shader_uniforms[] = { |
| 43 "matrix", | 53 "matrix", |
| 44 }; | 54 }; |
| 45 int locations[1]; | 55 int locations[1]; |
| 46 | 56 |
| 47 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 57 GetProgramUniformLocations(context, |
| 48 | 58 program, |
| 49 m_matrixLocation = locations[0]; | 59 shader_uniforms, |
| 50 DCHECK(m_matrixLocation != -1); | 60 arraysize(shader_uniforms), |
| 51 } | 61 arraysize(locations), |
| 52 | 62 locations, |
| 53 std::string VertexShaderPosTex::getShaderString() const | 63 using_bind_uniform, |
| 54 { | 64 base_uniform_index); |
| 55 return SHADER( | 65 |
| 56 attribute vec4 a_position; | 66 matrix_location_ = locations[0]; |
| 57 attribute vec2 a_texCoord; | 67 DCHECK(matrix_location_ != -1); |
| 58 uniform mat4 matrix; | 68 } |
| 59 varying vec2 v_texCoord; | 69 |
| 60 void main() | 70 std::string VertexShaderPosTex::GetShaderString() const { |
| 61 { | 71 return SHADER( |
| 62 gl_Position = matrix * a_position; | 72 attribute vec4 a_position; |
| 63 v_texCoord = a_texCoord; | 73 attribute vec2 a_texCoord; |
| 64 } | 74 uniform mat4 matrix; |
| 65 ); | 75 varying vec2 v_texCoord; |
| 76 void main() { |
| 77 gl_Position = matrix * a_position; |
| 78 v_texCoord = a_texCoord; |
| 79 } |
| 80 ); |
| 66 } | 81 } |
| 67 | 82 |
| 68 VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() | 83 VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() |
| 69 : m_matrixLocation(-1) | 84 : matrix_location_(-1), |
| 70 , m_texScaleLocation(-1) | 85 tex_scale_location_(-1) { } |
| 71 { | 86 |
| 72 } | 87 void VertexShaderPosTexYUVStretch::Init(WebGraphicsContext3D* context, |
| 73 | 88 unsigned program, |
| 74 void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned
program, bool usingBindUniform, int* baseUniformIndex) | 89 bool using_bind_uniform, |
| 75 { | 90 int* base_uniform_index) { |
| 76 static const char* shaderUniforms[] = { | 91 static const char* shader_uniforms[] = { |
| 77 "matrix", | 92 "matrix", |
| 78 "texScale", | 93 "texScale", |
| 79 }; | 94 }; |
| 80 int locations[2]; | 95 int locations[2]; |
| 81 | 96 |
| 82 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 97 GetProgramUniformLocations(context, |
| 83 | 98 program, |
| 84 m_matrixLocation = locations[0]; | 99 shader_uniforms, |
| 85 m_texScaleLocation = locations[1]; | 100 arraysize(shader_uniforms), |
| 86 DCHECK(m_matrixLocation != -1 && m_texScaleLocation != -1); | 101 arraysize(locations), |
| 87 } | 102 locations, |
| 88 | 103 using_bind_uniform, |
| 89 std::string VertexShaderPosTexYUVStretch::getShaderString() const | 104 base_uniform_index); |
| 90 { | 105 |
| 91 return SHADER( | 106 matrix_location_ = locations[0]; |
| 92 precision mediump float; | 107 tex_scale_location_ = locations[1]; |
| 93 attribute vec4 a_position; | 108 DCHECK(matrix_location_ != -1 && tex_scale_location_ != -1); |
| 94 attribute vec2 a_texCoord; | 109 } |
| 95 uniform mat4 matrix; | 110 |
| 96 varying vec2 v_texCoord; | 111 std::string VertexShaderPosTexYUVStretch::GetShaderString() const { |
| 97 uniform vec2 texScale; | 112 return SHADER( |
| 98 void main() | 113 precision mediump float; |
| 99 { | 114 attribute vec4 a_position; |
| 100 gl_Position = matrix * a_position; | 115 attribute vec2 a_texCoord; |
| 101 v_texCoord = a_texCoord * texScale; | 116 uniform mat4 matrix; |
| 102 } | 117 varying vec2 v_texCoord; |
| 103 ); | 118 uniform vec2 texScale; |
| 119 void main() { |
| 120 gl_Position = matrix * a_position; |
| 121 v_texCoord = a_texCoord * texScale; |
| 122 } |
| 123 ); |
| 104 } | 124 } |
| 105 | 125 |
| 106 VertexShaderPos::VertexShaderPos() | 126 VertexShaderPos::VertexShaderPos() |
| 107 : m_matrixLocation(-1) | 127 : matrix_location_(-1) { } |
| 108 { | 128 |
| 109 } | 129 void VertexShaderPos::Init(WebGraphicsContext3D* context, |
| 110 | 130 unsigned program, |
| 111 void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool
usingBindUniform, int* baseUniformIndex) | 131 bool using_bind_uniform, |
| 112 { | 132 int* base_uniform_index) { |
| 113 static const char* shaderUniforms[] = { | 133 static const char* shader_uniforms[] = { |
| 114 "matrix", | 134 "matrix", |
| 115 }; | 135 }; |
| 116 int locations[1]; | 136 int locations[1]; |
| 117 | 137 |
| 118 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 138 GetProgramUniformLocations(context, |
| 119 | 139 program, |
| 120 m_matrixLocation = locations[0]; | 140 shader_uniforms, |
| 121 DCHECK(m_matrixLocation != -1); | 141 arraysize(shader_uniforms), |
| 122 } | 142 arraysize(locations), |
| 123 | 143 locations, |
| 124 std::string VertexShaderPos::getShaderString() const | 144 using_bind_uniform, |
| 125 { | 145 base_uniform_index); |
| 126 return SHADER( | 146 |
| 127 attribute vec4 a_position; | 147 matrix_location_ = locations[0]; |
| 128 uniform mat4 matrix; | 148 DCHECK(matrix_location_ != -1); |
| 129 void main() | 149 } |
| 130 { | 150 |
| 131 gl_Position = matrix * a_position; | 151 std::string VertexShaderPos::GetShaderString() const { |
| 132 } | 152 return SHADER( |
| 133 ); | 153 attribute vec4 a_position; |
| 154 uniform mat4 matrix; |
| 155 void main() { |
| 156 gl_Position = matrix * a_position; |
| 157 } |
| 158 ); |
| 134 } | 159 } |
| 135 | 160 |
| 136 VertexShaderPosTexTransform::VertexShaderPosTexTransform() | 161 VertexShaderPosTexTransform::VertexShaderPosTexTransform() |
| 137 : m_matrixLocation(-1) | 162 : matrix_location_(-1), |
| 138 , m_texTransformLocation(-1) | 163 tex_transform_location_(-1), |
| 139 , m_vertexOpacityLocation(-1) | 164 vertex_opacity_location_(-1) { } |
| 140 { | 165 |
| 141 } | 166 void VertexShaderPosTexTransform::Init(WebGraphicsContext3D* context, |
| 142 | 167 unsigned program, |
| 143 void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned p
rogram, bool usingBindUniform, int* baseUniformIndex) | 168 bool using_bind_uniform, |
| 144 { | 169 int* base_uniform_index) { |
| 145 static const char* shaderUniforms[] = { | 170 static const char* shader_uniforms[] = { |
| 146 "matrix", | 171 "matrix", |
| 147 "texTransform", | 172 "texTransform", |
| 148 "opacity", | 173 "opacity", |
| 149 }; | 174 }; |
| 150 int locations[3]; | 175 int locations[3]; |
| 151 | 176 |
| 152 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 177 GetProgramUniformLocations(context, |
| 153 | 178 program, |
| 154 m_matrixLocation = locations[0]; | 179 shader_uniforms, |
| 155 m_texTransformLocation = locations[1]; | 180 arraysize(shader_uniforms), |
| 156 m_vertexOpacityLocation = locations[2]; | 181 arraysize(locations), |
| 157 DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1 && m_vertexOpa
cityLocation != -1); | 182 locations, |
| 158 } | 183 using_bind_uniform, |
| 159 | 184 base_uniform_index); |
| 160 std::string VertexShaderPosTexTransform::getShaderString() const | 185 |
| 161 { | 186 matrix_location_ = locations[0]; |
| 162 return SHADER( | 187 tex_transform_location_ = locations[1]; |
| 163 attribute vec4 a_position; | 188 vertex_opacity_location_ = locations[2]; |
| 164 attribute vec2 a_texCoord; | 189 DCHECK(matrix_location_ != -1 && tex_transform_location_ != -1 && |
| 165 attribute float a_index; | 190 vertex_opacity_location_ != -1); |
| 166 uniform mat4 matrix[8]; | 191 } |
| 167 uniform vec4 texTransform[8]; | 192 |
| 168 uniform float opacity[32]; | 193 std::string VertexShaderPosTexTransform::GetShaderString() const { |
| 169 varying vec2 v_texCoord; | 194 return SHADER( |
| 170 varying float v_alpha; | 195 attribute vec4 a_position; |
| 171 void main() | 196 attribute vec2 a_texCoord; |
| 172 { | 197 attribute float a_index; |
| 173 gl_Position = matrix[int(a_index * 0.25)] * a_position; | 198 uniform mat4 matrix[8]; |
| 174 vec4 texTrans = texTransform[int(a_index * 0.25)]; | 199 uniform vec4 texTransform[8]; |
| 175 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 200 uniform float opacity[32]; |
| 176 v_alpha = opacity[int(a_index)]; | 201 varying vec2 v_texCoord; |
| 177 } | 202 varying float v_alpha; |
| 178 ); | 203 void main() { |
| 179 } | 204 gl_Position = matrix[int(a_index * 0.25)] * a_position; |
| 180 | 205 vec4 texTrans = texTransform[int(a_index * 0.25)]; |
| 181 std::string VertexShaderPosTexTransformFlip::getShaderString() const | 206 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| 182 { | 207 v_alpha = opacity[int(a_index)]; |
| 183 return SHADER( | 208 } |
| 184 attribute vec4 a_position; | 209 ); |
| 185 attribute vec2 a_texCoord; | 210 } |
| 186 attribute float a_index; | 211 |
| 187 uniform mat4 matrix[8]; | 212 std::string VertexShaderPosTexTransformFlip::GetShaderString() const { |
| 188 uniform vec4 texTransform[8]; | 213 return SHADER( |
| 189 uniform float opacity[32]; | 214 attribute vec4 a_position; |
| 190 varying vec2 v_texCoord; | 215 attribute vec2 a_texCoord; |
| 191 varying float v_alpha; | 216 attribute float a_index; |
| 192 void main() | 217 uniform mat4 matrix[8]; |
| 193 { | 218 uniform vec4 texTransform[8]; |
| 194 gl_Position = matrix[int(a_index * 0.25)] * a_position; | 219 uniform float opacity[32]; |
| 195 vec4 texTrans = texTransform[int(a_index * 0.25)]; | 220 varying vec2 v_texCoord; |
| 196 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 221 varying float v_alpha; |
| 197 v_texCoord.y = 1.0 - v_texCoord.y; | 222 void main() { |
| 198 v_alpha = opacity[int(a_index)]; | 223 gl_Position = matrix[int(a_index * 0.25)] * a_position; |
| 199 } | 224 vec4 texTrans = texTransform[int(a_index * 0.25)]; |
| 200 ); | 225 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| 201 } | 226 v_texCoord.y = 1.0 - v_texCoord.y; |
| 202 | 227 v_alpha = opacity[int(a_index)]; |
| 203 std::string VertexShaderPosTexIdentity::getShaderString() const | 228 } |
| 204 { | 229 ); |
| 205 return SHADER( | 230 } |
| 206 attribute vec4 a_position; | 231 |
| 207 varying vec2 v_texCoord; | 232 std::string VertexShaderPosTexIdentity::GetShaderString() const { |
| 208 void main() | 233 return SHADER( |
| 209 { | 234 attribute vec4 a_position; |
| 210 gl_Position = a_position; | 235 varying vec2 v_texCoord; |
| 211 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; | 236 void main() { |
| 212 } | 237 gl_Position = a_position; |
| 213 ); | 238 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
| 239 } |
| 240 ); |
| 214 } | 241 } |
| 215 | 242 |
| 216 VertexShaderQuad::VertexShaderQuad() | 243 VertexShaderQuad::VertexShaderQuad() |
| 217 : m_matrixLocation(-1) | 244 : matrix_location_(-1), |
| 218 , m_pointLocation(-1) | 245 point_location_(-1), |
| 219 , m_texScaleLocation(-1) | 246 tex_scale_location_(-1) { } |
| 220 { | 247 |
| 221 } | 248 void VertexShaderQuad::Init(WebGraphicsContext3D* context, |
| 222 | 249 unsigned program, |
| 223 void VertexShaderQuad::init(WebGraphicsContext3D* context, unsigned program, boo
l usingBindUniform, int* baseUniformIndex) | 250 bool using_bind_uniform, |
| 224 { | 251 int* base_uniform_index) { |
| 225 // TODO(reveman): Some uniform names are causing drawing artifact. | 252 // TODO(reveman): Some uniform names are causing drawing artifact. |
| 226 // crbug.com/223014 | 253 // crbug.com/223014 |
| 227 static const char* shaderUniforms[] = { | 254 static const char* shader_uniforms[] = { |
| 228 "matrix", | 255 "matrix", |
| 229 "point_bug223014", | 256 "point_bug223014", |
| 230 "texScale", | 257 "texScale", |
| 231 }; | 258 }; |
| 232 int locations[3]; | 259 int locations[3]; |
| 233 | 260 |
| 234 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 261 GetProgramUniformLocations(context, |
| 235 | 262 program, |
| 236 m_matrixLocation = locations[0]; | 263 shader_uniforms, |
| 237 m_pointLocation = locations[1]; | 264 arraysize(shader_uniforms), |
| 238 m_texScaleLocation = locations[2]; | 265 arraysize(locations), |
| 239 DCHECK_NE(m_matrixLocation, -1); | 266 locations, |
| 240 DCHECK_NE(m_pointLocation, -1); | 267 using_bind_uniform, |
| 241 DCHECK_NE(m_texScaleLocation, -1); | 268 base_uniform_index); |
| 242 } | 269 |
| 243 | 270 matrix_location_ = locations[0]; |
| 244 std::string VertexShaderQuad::getShaderString() const | 271 point_location_ = locations[1]; |
| 245 { | 272 tex_scale_location_ = locations[2]; |
| 246 return SHADER( | 273 DCHECK_NE(matrix_location_, -1); |
| 247 attribute vec4 a_position; | 274 DCHECK_NE(point_location_, -1); |
| 248 attribute vec2 a_texCoord; | 275 DCHECK_NE(tex_scale_location_, -1); |
| 249 uniform mat4 matrix; | 276 } |
| 250 uniform vec2 point_bug223014[4]; | 277 |
| 251 uniform vec2 texScale; | 278 std::string VertexShaderQuad::GetShaderString() const { |
| 252 varying vec2 v_texCoord; | 279 return SHADER( |
| 253 void main() | 280 attribute vec4 a_position; |
| 254 { | 281 attribute vec2 a_texCoord; |
| 255 vec2 complement = abs(a_texCoord - 1.0); | 282 uniform mat4 matrix; |
| 256 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); | 283 uniform vec2 point_bug223014[4]; |
| 257 pos.xy += (complement.x * complement.y) * point_bug223014[0]; | 284 uniform vec2 texScale; |
| 258 pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1]; | 285 varying vec2 v_texCoord; |
| 259 pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2]; | 286 void main() { |
| 260 pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3]; | 287 vec2 complement = abs(a_texCoord - 1.0); |
| 261 gl_Position = matrix * pos; | 288 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); |
| 262 v_texCoord = (pos.xy + vec2(0.5)) * texScale; | 289 pos.xy += (complement.x * complement.y) * point_bug223014[0]; |
| 263 } | 290 pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1]; |
| 264 ); | 291 pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2]; |
| 292 pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3]; |
| 293 gl_Position = matrix * pos; |
| 294 v_texCoord = (pos.xy + vec2(0.5)) * texScale; |
| 295 } |
| 296 ); |
| 265 } | 297 } |
| 266 | 298 |
| 267 VertexShaderTile::VertexShaderTile() | 299 VertexShaderTile::VertexShaderTile() |
| 268 : m_matrixLocation(-1) | 300 : matrix_location_(-1), |
| 269 , m_pointLocation(-1) | 301 point_location_(-1), |
| 270 , m_vertexTexTransformLocation(-1) | 302 vertex_tex_transform_location_(-1) { } |
| 271 { | 303 |
| 272 } | 304 void VertexShaderTile::Init(WebGraphicsContext3D* context, |
| 273 | 305 unsigned program, |
| 274 void VertexShaderTile::init(WebGraphicsContext3D* context, unsigned program, boo
l usingBindUniform, int* baseUniformIndex) | 306 bool using_bind_uniform, |
| 275 { | 307 int* base_uniform_index) { |
| 276 static const char* shaderUniforms[] = { | 308 static const char* shader_uniforms[] = { |
| 277 "matrix", | 309 "matrix", |
| 278 "point_bug223014", | 310 "point_bug223014", |
| 279 "vertexTexTransform", | 311 "vertexTexTransform", |
| 280 }; | 312 }; |
| 281 int locations[3]; | 313 int locations[3]; |
| 282 | 314 |
| 283 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 315 GetProgramUniformLocations(context, |
| 284 | 316 program, |
| 285 m_matrixLocation = locations[0]; | 317 shader_uniforms, |
| 286 m_pointLocation = locations[1]; | 318 arraysize(shader_uniforms), |
| 287 m_vertexTexTransformLocation = locations[2]; | 319 arraysize(locations), |
| 288 DCHECK(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransfo
rmLocation != -1); | 320 locations, |
| 289 } | 321 using_bind_uniform, |
| 290 | 322 base_uniform_index); |
| 291 std::string VertexShaderTile::getShaderString() const | 323 |
| 292 { | 324 matrix_location_ = locations[0]; |
| 293 return SHADER( | 325 point_location_ = locations[1]; |
| 294 attribute vec4 a_position; | 326 vertex_tex_transform_location_ = locations[2]; |
| 295 attribute vec2 a_texCoord; | 327 DCHECK(matrix_location_ != -1 && point_location_ != -1 && |
| 296 uniform mat4 matrix; | 328 vertex_tex_transform_location_ != -1); |
| 297 uniform vec2 point_bug223014[4]; | 329 } |
| 298 uniform vec4 vertexTexTransform; | 330 |
| 299 varying vec2 v_texCoord; | 331 std::string VertexShaderTile::GetShaderString() const { |
| 300 void main() | 332 return SHADER( |
| 301 { | 333 attribute vec4 a_position; |
| 302 vec2 complement = abs(a_texCoord - 1.0); | 334 attribute vec2 a_texCoord; |
| 303 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); | 335 uniform mat4 matrix; |
| 304 pos.xy += (complement.x * complement.y) * point_bug223014[0]; | 336 uniform vec2 point_bug223014[4]; |
| 305 pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1]; | 337 uniform vec4 vertexTexTransform; |
| 306 pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2]; | 338 varying vec2 v_texCoord; |
| 307 pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3]; | 339 void main() { |
| 308 gl_Position = matrix * pos; | 340 vec2 complement = abs(a_texCoord - 1.0); |
| 309 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | 341 vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); |
| 310 } | 342 pos.xy += (complement.x * complement.y) * point_bug223014[0]; |
| 311 ); | 343 pos.xy += (a_texCoord.x * complement.y) * point_bug223014[1]; |
| 344 pos.xy += (a_texCoord.x * a_texCoord.y) * point_bug223014[2]; |
| 345 pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3]; |
| 346 gl_Position = matrix * pos; |
| 347 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
| 348 } |
| 349 ); |
| 312 } | 350 } |
| 313 | 351 |
| 314 VertexShaderVideoTransform::VertexShaderVideoTransform() | 352 VertexShaderVideoTransform::VertexShaderVideoTransform() |
| 315 : m_matrixLocation(-1) | 353 : matrix_location_(-1), |
| 316 , m_texMatrixLocation(-1) | 354 tex_matrix_location_(-1) { } |
| 317 { | 355 |
| 318 } | 356 bool VertexShaderVideoTransform::Init(WebGraphicsContext3D* context, |
| 319 | 357 unsigned program, |
| 320 bool VertexShaderVideoTransform::init(WebGraphicsContext3D* context, unsigned pr
ogram, bool usingBindUniform, int* baseUniformIndex) | 358 bool using_bind_uniform, |
| 321 { | 359 int* base_uniform_index) { |
| 322 static const char* shaderUniforms[] = { | 360 static const char* shader_uniforms[] = { |
| 323 "matrix", | 361 "matrix", |
| 324 "texMatrix", | 362 "texMatrix", |
| 325 }; | 363 }; |
| 326 int locations[2]; | 364 int locations[2]; |
| 327 | 365 |
| 328 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 366 GetProgramUniformLocations(context, |
| 329 | 367 program, |
| 330 m_matrixLocation = locations[0]; | 368 shader_uniforms, |
| 331 m_texMatrixLocation = locations[1]; | 369 arraysize(shader_uniforms), |
| 332 return m_matrixLocation != -1 && m_texMatrixLocation != -1; | 370 arraysize(locations), |
| 333 } | 371 locations, |
| 334 | 372 using_bind_uniform, |
| 335 std::string VertexShaderVideoTransform::getShaderString() const | 373 base_uniform_index); |
| 336 { | 374 |
| 337 return SHADER( | 375 matrix_location_ = locations[0]; |
| 338 attribute vec4 a_position; | 376 tex_matrix_location_ = locations[1]; |
| 339 attribute vec2 a_texCoord; | 377 return matrix_location_ != -1 && tex_matrix_location_ != -1; |
| 340 uniform mat4 matrix; | 378 } |
| 341 uniform mat4 texMatrix; | 379 |
| 342 varying vec2 v_texCoord; | 380 std::string VertexShaderVideoTransform::GetShaderString() const { |
| 343 void main() | 381 return SHADER( |
| 344 { | 382 attribute vec4 a_position; |
| 345 gl_Position = matrix * a_position; | 383 attribute vec2 a_texCoord; |
| 346 v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y,
0.0, 1.0)); | 384 uniform mat4 matrix; |
| 347 } | 385 uniform mat4 texMatrix; |
| 348 ); | 386 varying vec2 v_texCoord; |
| 387 void main() { |
| 388 gl_Position = matrix * a_position; |
| 389 v_texCoord = |
| 390 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
| 391 } |
| 392 ); |
| 349 } | 393 } |
| 350 | 394 |
| 351 FragmentTexAlphaBinding::FragmentTexAlphaBinding() | 395 FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
| 352 : m_samplerLocation(-1) | 396 : sampler_location_(-1), |
| 353 , m_alphaLocation(-1) | 397 alpha_location_(-1) { } |
| 354 { | 398 |
| 355 } | 399 void FragmentTexAlphaBinding::Init(WebGraphicsContext3D* context, |
| 356 | 400 unsigned program, |
| 357 void FragmentTexAlphaBinding::init(WebGraphicsContext3D* context, unsigned progr
am, bool usingBindUniform, int* baseUniformIndex) | 401 bool using_bind_uniform, |
| 358 { | 402 int* base_uniform_index) { |
| 359 static const char* shaderUniforms[] = { | 403 static const char* shader_uniforms[] = { |
| 360 "s_texture", | 404 "s_texture", |
| 361 "alpha", | 405 "alpha", |
| 362 }; | 406 }; |
| 363 int locations[2]; | 407 int locations[2]; |
| 364 | 408 |
| 365 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 409 GetProgramUniformLocations(context, |
| 366 | 410 program, |
| 367 m_samplerLocation = locations[0]; | 411 shader_uniforms, |
| 368 m_alphaLocation = locations[1]; | 412 arraysize(shader_uniforms), |
| 369 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1); | 413 arraysize(locations), |
| 414 locations, |
| 415 using_bind_uniform, |
| 416 base_uniform_index); |
| 417 |
| 418 sampler_location_ = locations[0]; |
| 419 alpha_location_ = locations[1]; |
| 420 DCHECK(sampler_location_ != -1 && alpha_location_ != -1); |
| 370 } | 421 } |
| 371 | 422 |
| 372 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() | 423 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() |
| 373 : m_samplerLocation(-1) | 424 : sampler_location_(-1) { } |
| 374 { | 425 |
| 375 } | 426 void FragmentTexOpaqueBinding::Init(WebGraphicsContext3D* context, |
| 376 | 427 unsigned program, |
| 377 void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned prog
ram, bool usingBindUniform, int* baseUniformIndex) | 428 bool using_bind_uniform, |
| 378 { | 429 int* base_uniform_index) { |
| 379 static const char* shaderUniforms[] = { | 430 static const char* shader_uniforms[] = { |
| 380 "s_texture", | 431 "s_texture", |
| 381 }; | 432 }; |
| 382 int locations[1]; | 433 int locations[1]; |
| 383 | 434 |
| 384 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 435 GetProgramUniformLocations(context, |
| 385 | 436 program, |
| 386 m_samplerLocation = locations[0]; | 437 shader_uniforms, |
| 387 DCHECK(m_samplerLocation != -1); | 438 arraysize(shader_uniforms), |
| 388 } | 439 arraysize(locations), |
| 389 | 440 locations, |
| 390 bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigne
d program, bool usingBindUniform, int* baseUniformIndex) | 441 using_bind_uniform, |
| 391 { | 442 base_uniform_index); |
| 392 static const char* shaderUniforms[] = { | 443 |
| 393 "s_texture", | 444 sampler_location_ = locations[0]; |
| 394 }; | 445 DCHECK(sampler_location_ != -1); |
| 395 int locations[1]; | 446 } |
| 396 | 447 |
| 397 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 448 bool FragmentShaderOESImageExternal::Init(WebGraphicsContext3D* context, |
| 398 | 449 unsigned program, |
| 399 m_samplerLocation = locations[0]; | 450 bool using_bind_uniform, |
| 400 return m_samplerLocation != -1; | 451 int* base_uniform_index) { |
| 401 } | 452 static const char* shader_uniforms[] = { |
| 402 | 453 "s_texture", |
| 403 std::string FragmentShaderOESImageExternal::getShaderString() const | 454 }; |
| 404 { | 455 int locations[1]; |
| 405 // Cannot use the SHADER() macro because of the '#' char | 456 |
| 406 return "#extension GL_OES_EGL_image_external : require \n" | 457 GetProgramUniformLocations(context, |
| 407 "precision mediump float;\n" | 458 program, |
| 408 "varying vec2 v_texCoord;\n" | 459 shader_uniforms, |
| 409 "uniform samplerExternalOES s_texture;\n" | 460 arraysize(shader_uniforms), |
| 410 "void main()\n" | 461 arraysize(locations), |
| 411 "{\n" | 462 locations, |
| 412 " vec4 texColor = texture2D(s_texture, v_texCoord);\n" | 463 using_bind_uniform, |
| 413 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor
.w);\n" | 464 base_uniform_index); |
| 414 "}\n"; | 465 |
| 415 } | 466 sampler_location_ = locations[0]; |
| 416 | 467 return sampler_location_ != -1; |
| 417 std::string FragmentShaderRGBATexAlpha::getShaderString() const | 468 } |
| 418 { | 469 |
| 419 return SHADER( | 470 std::string FragmentShaderOESImageExternal::GetShaderString() const { |
| 420 precision mediump float; | 471 // Cannot use the SHADER() macro because of the '#' char |
| 421 varying vec2 v_texCoord; | 472 return "#extension GL_OES_EGL_image_external : require\n" |
| 422 uniform sampler2D s_texture; | 473 SHADER( |
| 423 uniform float alpha; | 474 precision mediump float; |
| 424 void main() | 475 varying vec2 v_texCoord; |
| 425 { | 476 uniform samplerExternalOES s_texture; |
| 426 vec4 texColor = texture2D(s_texture, v_texCoord); | 477 void main() { |
| 427 gl_FragColor = texColor * alpha; | 478 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 428 } | 479 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w); |
| 429 ); | 480 } |
| 430 } | 481 ); |
| 431 | 482 } |
| 432 std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const | 483 |
| 433 { | 484 std::string FragmentShaderRGBATexAlpha::GetShaderString() const { |
| 434 return SHADER( | 485 return SHADER( |
| 486 precision mediump float; |
| 487 varying vec2 v_texCoord; |
| 488 uniform sampler2D s_texture; |
| 489 uniform float alpha; |
| 490 void main() { |
| 491 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 492 gl_FragColor = texColor * alpha; |
| 493 } |
| 494 ); |
| 495 } |
| 496 |
| 497 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString() const { |
| 498 return SHADER( |
| 499 precision mediump float; |
| 500 varying vec2 v_texCoord; |
| 501 varying float v_alpha; |
| 502 uniform sampler2D s_texture; |
| 503 void main() { |
| 504 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 505 gl_FragColor = texColor * v_alpha; |
| 506 } |
| 507 ); |
| 508 } |
| 509 |
| 510 std::string FragmentShaderRGBATexRectVaryingAlpha::GetShaderString() const { |
| 511 return "#extension GL_ARB_texture_rectangle : require\n" |
| 512 SHADER( |
| 435 precision mediump float; | 513 precision mediump float; |
| 436 varying vec2 v_texCoord; | 514 varying vec2 v_texCoord; |
| 437 varying float v_alpha; | 515 varying float v_alpha; |
| 438 uniform sampler2D s_texture; | 516 uniform sampler2DRect s_texture; |
| 439 void main() | 517 void main() { |
| 440 { | 518 vec4 texColor = texture2DRect(s_texture, v_texCoord); |
| 441 vec4 texColor = texture2D(s_texture, v_texCoord); | 519 gl_FragColor = texColor * v_alpha; |
| 442 gl_FragColor = texColor * v_alpha; | |
| 443 } | 520 } |
| 444 ); | 521 ); |
| 445 } | 522 } |
| 446 | 523 |
| 447 std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const | 524 std::string FragmentShaderRGBATexOpaque::GetShaderString() const { |
| 448 { | 525 return SHADER( |
| 449 return "#extension GL_ARB_texture_rectangle : require\n" | 526 precision mediump float; |
| 450 "precision mediump float;\n" | 527 varying vec2 v_texCoord; |
| 451 "varying vec2 v_texCoord;\n" | 528 uniform sampler2D s_texture; |
| 452 "varying float v_alpha;\n" | 529 void main() { |
| 453 "uniform sampler2DRect s_texture;\n" | 530 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 454 "void main()\n" | 531 gl_FragColor = vec4(texColor.rgb, 1.0); |
| 455 "{\n" | 532 } |
| 456 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" | 533 ); |
| 457 " gl_FragColor = texColor * v_alpha;\n" | 534 } |
| 458 "}\n"; | 535 |
| 459 } | 536 std::string FragmentShaderRGBATex::GetShaderString() const { |
| 460 | 537 return SHADER( |
| 461 std::string FragmentShaderRGBATexOpaque::getShaderString() const | 538 precision mediump float; |
| 462 { | 539 varying vec2 v_texCoord; |
| 463 return SHADER( | 540 uniform sampler2D s_texture; |
| 464 precision mediump float; | 541 void main() { |
| 465 varying vec2 v_texCoord; | 542 gl_FragColor = texture2D(s_texture, v_texCoord); |
| 466 uniform sampler2D s_texture; | 543 } |
| 467 void main() | 544 ); |
| 468 { | 545 } |
| 469 vec4 texColor = texture2D(s_texture, v_texCoord); | 546 |
| 470 gl_FragColor = vec4(texColor.rgb, 1.0); | 547 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString() const { |
| 471 } | 548 return SHADER( |
| 472 ); | 549 precision mediump float; |
| 473 } | 550 varying vec2 v_texCoord; |
| 474 | 551 uniform sampler2D s_texture; |
| 475 std::string FragmentShaderRGBATex::getShaderString() const | 552 uniform float alpha; |
| 476 { | 553 void main() { |
| 477 return SHADER( | 554 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 478 precision mediump float; | 555 gl_FragColor = |
| 479 varying vec2 v_texCoord; | 556 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
| 480 uniform sampler2D s_texture; | 557 } |
| 481 void main() | 558 ); |
| 482 { | 559 } |
| 483 gl_FragColor = texture2D(s_texture, v_texCoord); | 560 |
| 484 } | 561 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString() const { |
| 485 ); | 562 return SHADER( |
| 486 } | 563 precision mediump float; |
| 487 | 564 varying vec2 v_texCoord; |
| 488 std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const | 565 uniform sampler2D s_texture; |
| 489 { | 566 void main() { |
| 490 return SHADER( | 567 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 491 precision mediump float; | 568 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
| 492 varying vec2 v_texCoord; | 569 } |
| 493 uniform sampler2D s_texture; | 570 ); |
| 494 uniform float alpha; | |
| 495 void main() | |
| 496 { | |
| 497 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 498 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w)
* alpha; | |
| 499 } | |
| 500 ); | |
| 501 } | |
| 502 | |
| 503 std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const | |
| 504 { | |
| 505 return SHADER( | |
| 506 precision mediump float; | |
| 507 varying vec2 v_texCoord; | |
| 508 uniform sampler2D s_texture; | |
| 509 void main() | |
| 510 { | |
| 511 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 512 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); | |
| 513 } | |
| 514 ); | |
| 515 } | 571 } |
| 516 | 572 |
| 517 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() | 573 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
| 518 : m_samplerLocation(-1) | 574 : sampler_location_(-1), |
| 519 , m_alphaLocation(-1) | 575 alpha_location_(-1), |
| 520 , m_edgeLocation(-1) | 576 edge_location_(-1) { } |
| 521 { | 577 |
| 522 } | 578 void FragmentShaderRGBATexAlphaAA::Init(WebGraphicsContext3D* context, |
| 523 | 579 unsigned program, |
| 524 void FragmentShaderRGBATexAlphaAA::init(WebGraphicsContext3D* context, unsigned
program, bool usingBindUniform, int* baseUniformIndex) | 580 bool using_bind_uniform, |
| 525 { | 581 int* base_uniform_index) { |
| 526 static const char* shaderUniforms[] = { | 582 static const char* shader_uniforms[] = { |
| 527 "s_texture", | 583 "s_texture", |
| 528 "alpha", | 584 "alpha", |
| 529 "edge", | 585 "edge", |
| 530 }; | 586 }; |
| 531 int locations[3]; | 587 int locations[3]; |
| 532 | 588 |
| 533 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 589 GetProgramUniformLocations(context, |
| 534 | 590 program, |
| 535 m_samplerLocation = locations[0]; | 591 shader_uniforms, |
| 536 m_alphaLocation = locations[1]; | 592 arraysize(shader_uniforms), |
| 537 m_edgeLocation = locations[2]; | 593 arraysize(locations), |
| 538 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation !=
-1); | 594 locations, |
| 539 } | 595 using_bind_uniform, |
| 540 | 596 base_uniform_index); |
| 541 std::string FragmentShaderRGBATexAlphaAA::getShaderString() const | 597 |
| 542 { | 598 sampler_location_ = locations[0]; |
| 543 return SHADER( | 599 alpha_location_ = locations[1]; |
| 544 precision mediump float; | 600 edge_location_ = locations[2]; |
| 545 varying vec2 v_texCoord; | 601 DCHECK(sampler_location_ != -1 && alpha_location_ != -1 && |
| 546 uniform sampler2D s_texture; | 602 edge_location_ != -1); |
| 547 uniform float alpha; | 603 } |
| 548 uniform vec3 edge[8]; | 604 |
| 549 void main() | 605 std::string FragmentShaderRGBATexAlphaAA::GetShaderString() const { |
| 550 { | 606 return SHADER( |
| 551 vec4 texColor = texture2D(s_texture, v_texCoord); | 607 precision mediump float; |
| 552 vec3 pos = vec3(gl_FragCoord.xy, 1); | 608 varying vec2 v_texCoord; |
| 553 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 609 uniform sampler2D s_texture; |
| 554 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 610 uniform float alpha; |
| 555 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 611 uniform vec3 edge[8]; |
| 556 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 612 void main() { |
| 557 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 613 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 558 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 614 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 559 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 615 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 560 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 616 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 561 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min
(a4, a6) * min(a5, a7)); | 617 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 562 } | 618 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 563 ); | 619 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 620 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 621 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 622 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| 623 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), |
| 624 min(a4, a6) * min(a5, a7)); |
| 625 } |
| 626 ); |
| 564 } | 627 } |
| 565 | 628 |
| 566 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() | 629 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
| 567 : m_samplerLocation(-1) | 630 : sampler_location_(-1), |
| 568 , m_alphaLocation(-1) | 631 alpha_location_(-1), |
| 569 , m_fragmentTexTransformLocation(-1) | 632 fragment_tex_transform_location_(-1), |
| 570 , m_edgeLocation(-1) | 633 edge_location_(-1) { } |
| 571 { | 634 |
| 572 } | 635 void FragmentTexClampAlphaAABinding::Init(WebGraphicsContext3D* context, |
| 573 | 636 unsigned program, |
| 574 void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigne
d program, bool usingBindUniform, int* baseUniformIndex) | 637 bool using_bind_uniform, |
| 575 { | 638 int* base_uniform_index) { |
| 576 static const char* shaderUniforms[] = { | 639 static const char* shader_uniforms[] = { |
| 577 "s_texture", | 640 "s_texture", |
| 578 "alpha", | 641 "alpha", |
| 579 "fragmentTexTransform", | 642 "fragmentTexTransform", |
| 580 "edge", | 643 "edge", |
| 581 }; | 644 }; |
| 582 int locations[4]; | 645 int locations[4]; |
| 583 | 646 |
| 584 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 647 GetProgramUniformLocations(context, |
| 585 | 648 program, |
| 586 m_samplerLocation = locations[0]; | 649 shader_uniforms, |
| 587 m_alphaLocation = locations[1]; | 650 arraysize(shader_uniforms), |
| 588 m_fragmentTexTransformLocation = locations[2]; | 651 arraysize(locations), |
| 589 m_edgeLocation = locations[3]; | 652 locations, |
| 590 DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTran
sformLocation != -1 && m_edgeLocation != -1); | 653 using_bind_uniform, |
| 591 } | 654 base_uniform_index); |
| 592 | 655 |
| 593 std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const | 656 sampler_location_ = locations[0]; |
| 594 { | 657 alpha_location_ = locations[1]; |
| 595 return SHADER( | 658 fragment_tex_transform_location_ = locations[2]; |
| 596 precision mediump float; | 659 edge_location_ = locations[3]; |
| 597 varying vec2 v_texCoord; | 660 DCHECK(sampler_location_ != -1 && alpha_location_ != -1 && |
| 598 uniform sampler2D s_texture; | 661 fragment_tex_transform_location_ != -1 && edge_location_ != -1); |
| 599 uniform float alpha; | 662 } |
| 600 uniform vec4 fragmentTexTransform; | 663 |
| 601 uniform vec3 edge[8]; | 664 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString() const { |
| 602 void main() | 665 return SHADER( |
| 603 { | 666 precision mediump float; |
| 604 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z
w + fragmentTexTransform.xy; | 667 varying vec2 v_texCoord; |
| 605 vec4 texColor = texture2D(s_texture, texCoord); | 668 uniform sampler2D s_texture; |
| 606 vec3 pos = vec3(gl_FragCoord.xy, 1); | 669 uniform float alpha; |
| 607 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 670 uniform vec4 fragmentTexTransform; |
| 608 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 671 uniform vec3 edge[8]; |
| 609 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 672 void main() { |
| 610 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 673 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
| 611 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 674 fragmentTexTransform.xy; |
| 612 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 675 vec4 texColor = texture2D(s_texture, texCoord); |
| 613 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 676 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 614 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 677 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 615 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min
(a4, a6) * min(a5, a7)); | 678 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 616 } | 679 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 617 ); | 680 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 618 } | 681 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 619 | 682 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 620 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const | 683 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 621 { | 684 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| 622 return SHADER( | 685 gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), |
| 623 precision mediump float; | 686 min(a4, a6) * min(a5, a7)); |
| 624 varying vec2 v_texCoord; | 687 } |
| 625 uniform sampler2D s_texture; | 688 ); |
| 626 uniform float alpha; | 689 } |
| 627 uniform vec4 fragmentTexTransform; | 690 |
| 628 uniform vec3 edge[8]; | 691 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString() const { |
| 629 void main() | 692 return SHADER( |
| 630 { | 693 precision mediump float; |
| 631 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.z
w + fragmentTexTransform.xy; | 694 varying vec2 v_texCoord; |
| 632 vec4 texColor = texture2D(s_texture, texCoord); | 695 uniform sampler2D s_texture; |
| 633 vec3 pos = vec3(gl_FragCoord.xy, 1); | 696 uniform float alpha; |
| 634 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 697 uniform vec4 fragmentTexTransform; |
| 635 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 698 uniform vec3 edge[8]; |
| 636 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 699 void main() { |
| 637 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 700 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
| 638 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 701 fragmentTexTransform.xy; |
| 639 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 702 vec4 texColor = texture2D(s_texture, texCoord); |
| 640 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 703 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 641 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 704 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 642 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w)
* alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); | 705 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 643 } | 706 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 644 ); | 707 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 708 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 709 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 710 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 711 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| 712 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * |
| 713 alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); |
| 714 } |
| 715 ); |
| 645 } | 716 } |
| 646 | 717 |
| 647 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() | 718 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() |
| 648 : m_samplerLocation(-1) | 719 : sampler_location_(-1), |
| 649 , m_maskSamplerLocation(-1) | 720 mask_sampler_location_(-1), |
| 650 , m_alphaLocation(-1) | 721 alpha_location_(-1), |
| 651 , m_maskTexCoordScaleLocation(-1) | 722 mask_tex_coord_scale_location_(-1) { } |
| 652 { | 723 |
| 653 } | 724 void FragmentShaderRGBATexAlphaMask::Init(WebGraphicsContext3D* context, |
| 654 | 725 unsigned program, |
| 655 void FragmentShaderRGBATexAlphaMask::init(WebGraphicsContext3D* context, unsigne
d program, bool usingBindUniform, int* baseUniformIndex) | 726 bool using_bind_uniform, |
| 656 { | 727 int* base_uniform_index) { |
| 657 static const char* shaderUniforms[] = { | 728 static const char* shader_uniforms[] = { |
| 658 "s_texture", | 729 "s_texture", |
| 659 "s_mask", | 730 "s_mask", |
| 660 "alpha", | 731 "alpha", |
| 661 "maskTexCoordScale", | 732 "maskTexCoordScale", |
| 662 "maskTexCoordOffset", | 733 "maskTexCoordOffset", |
| 663 }; | 734 }; |
| 664 int locations[5]; | 735 int locations[5]; |
| 665 | 736 |
| 666 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 737 GetProgramUniformLocations(context, |
| 667 | 738 program, |
| 668 m_samplerLocation = locations[0]; | 739 shader_uniforms, |
| 669 m_maskSamplerLocation = locations[1]; | 740 arraysize(shader_uniforms), |
| 670 m_alphaLocation = locations[2]; | 741 arraysize(locations), |
| 671 m_maskTexCoordScaleLocation = locations[3]; | 742 locations, |
| 672 m_maskTexCoordOffsetLocation = locations[4]; | 743 using_bind_uniform, |
| 673 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca
tion != -1); | 744 base_uniform_index); |
| 674 } | 745 |
| 675 | 746 sampler_location_ = locations[0]; |
| 676 std::string FragmentShaderRGBATexAlphaMask::getShaderString() const | 747 mask_sampler_location_ = locations[1]; |
| 677 { | 748 alpha_location_ = locations[2]; |
| 678 return SHADER( | 749 mask_tex_coord_scale_location_ = locations[3]; |
| 679 precision mediump float; | 750 mask_tex_coord_offset_location_ = locations[4]; |
| 680 varying vec2 v_texCoord; | 751 DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 && |
| 681 uniform sampler2D s_texture; | 752 alpha_location_ != -1); |
| 682 uniform sampler2D s_mask; | 753 } |
| 683 uniform vec2 maskTexCoordScale; | 754 |
| 684 uniform vec2 maskTexCoordOffset; | 755 std::string FragmentShaderRGBATexAlphaMask::GetShaderString() const { |
| 685 uniform float alpha; | 756 return SHADER( |
| 686 void main() | 757 precision mediump float; |
| 687 { | 758 varying vec2 v_texCoord; |
| 688 vec4 texColor = texture2D(s_texture, v_texCoord); | 759 uniform sampler2D s_texture; |
| 689 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskT
exCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 760 uniform sampler2D s_mask; |
| 690 vec4 maskColor = texture2D(s_mask, maskTexCoord); | 761 uniform vec2 maskTexCoordScale; |
| 691 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w)
* alpha * maskColor.w; | 762 uniform vec2 maskTexCoordOffset; |
| 692 } | 763 uniform float alpha; |
| 693 ); | 764 void main() { |
| 765 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 766 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * |
| 767 maskTexCoordScale.x, |
| 768 maskTexCoordOffset.y + v_texCoord.y * |
| 769 maskTexCoordScale.y); |
| 770 vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| 771 gl_FragColor = vec4(texColor.x, texColor.y, |
| 772 texColor.z, texColor.w) * alpha * maskColor.w; |
| 773 } |
| 774 ); |
| 694 } | 775 } |
| 695 | 776 |
| 696 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() | 777 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
| 697 : m_samplerLocation(-1) | 778 : sampler_location_(-1), |
| 698 , m_maskSamplerLocation(-1) | 779 mask_sampler_location_(-1), |
| 699 , m_alphaLocation(-1) | 780 alpha_location_(-1), |
| 700 , m_edgeLocation(-1) | 781 edge_location_(-1), |
| 701 , m_maskTexCoordScaleLocation(-1) | 782 mask_tex_coord_scale_location_(-1) { } |
| 702 { | 783 |
| 703 } | 784 void FragmentShaderRGBATexAlphaMaskAA::Init(WebGraphicsContext3D* context, |
| 704 | 785 unsigned program, |
| 705 void FragmentShaderRGBATexAlphaMaskAA::init(WebGraphicsContext3D* context, unsig
ned program, bool usingBindUniform, int* baseUniformIndex) | 786 bool using_bind_uniform, |
| 706 { | 787 int* base_uniform_index) { |
| 707 static const char* shaderUniforms[] = { | 788 static const char* shader_uniforms[] = { |
| 708 "s_texture", | 789 "s_texture", |
| 709 "s_mask", | 790 "s_mask", |
| 710 "alpha", | 791 "alpha", |
| 711 "edge", | 792 "edge", |
| 712 "maskTexCoordScale", | 793 "maskTexCoordScale", |
| 713 "maskTexCoordOffset", | 794 "maskTexCoordOffset", |
| 714 }; | 795 }; |
| 715 int locations[6]; | 796 int locations[6]; |
| 716 | 797 |
| 717 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 798 GetProgramUniformLocations(context, |
| 718 | 799 program, |
| 719 m_samplerLocation = locations[0]; | 800 shader_uniforms, |
| 720 m_maskSamplerLocation = locations[1]; | 801 arraysize(shader_uniforms), |
| 721 m_alphaLocation = locations[2]; | 802 arraysize(locations), |
| 722 m_edgeLocation = locations[3]; | 803 locations, |
| 723 m_maskTexCoordScaleLocation = locations[4]; | 804 using_bind_uniform, |
| 724 m_maskTexCoordOffsetLocation = locations[5]; | 805 base_uniform_index); |
| 725 DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLoca
tion != -1 && m_edgeLocation != -1); | 806 |
| 726 } | 807 sampler_location_ = locations[0]; |
| 727 | 808 mask_sampler_location_ = locations[1]; |
| 728 std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const | 809 alpha_location_ = locations[2]; |
| 729 { | 810 edge_location_ = locations[3]; |
| 730 return SHADER( | 811 mask_tex_coord_scale_location_ = locations[4]; |
| 731 precision mediump float; | 812 mask_tex_coord_offset_location_ = locations[5]; |
| 732 varying vec2 v_texCoord; | 813 DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 && |
| 733 uniform sampler2D s_texture; | 814 alpha_location_ != -1 && edge_location_ != -1); |
| 734 uniform sampler2D s_mask; | 815 } |
| 735 uniform vec2 maskTexCoordScale; | 816 |
| 736 uniform vec2 maskTexCoordOffset; | 817 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString() const { |
| 737 uniform float alpha; | 818 return SHADER( |
| 738 uniform vec3 edge[8]; | 819 precision mediump float; |
| 739 void main() | 820 varying vec2 v_texCoord; |
| 740 { | 821 uniform sampler2D s_texture; |
| 741 vec4 texColor = texture2D(s_texture, v_texCoord); | 822 uniform sampler2D s_mask; |
| 742 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskT
exCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 823 uniform vec2 maskTexCoordScale; |
| 743 vec4 maskColor = texture2D(s_mask, maskTexCoord); | 824 uniform vec2 maskTexCoordOffset; |
| 744 vec3 pos = vec3(gl_FragCoord.xy, 1); | 825 uniform float alpha; |
| 745 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 826 uniform vec3 edge[8]; |
| 746 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 827 void main() { |
| 747 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 828 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 748 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 829 vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * |
| 749 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 830 maskTexCoordScale.x, |
| 750 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 831 maskTexCoordOffset.y + v_texCoord.y * |
| 751 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 832 maskTexCoordScale.y); |
| 752 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 833 vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| 753 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w)
* alpha * maskColor.w * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)
); | 834 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 754 } | 835 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 755 ); | 836 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 837 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 838 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 839 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 840 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 841 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 842 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| 843 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * |
| 844 alpha * maskColor.w * min(min(a0, a2) * min(a1, a3), |
| 845 min(a4, a6) * min(a5, a7)); |
| 846 } |
| 847 ); |
| 756 } | 848 } |
| 757 | 849 |
| 758 FragmentShaderYUVVideo::FragmentShaderYUVVideo() | 850 FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
| 759 : m_yTextureLocation(-1) | 851 : y_texture_location_(-1), |
| 760 , m_uTextureLocation(-1) | 852 u_texture_location_(-1), |
| 761 , m_vTextureLocation(-1) | 853 v_texture_location_(-1), |
| 762 , m_alphaLocation(-1) | 854 alpha_location_(-1), |
| 763 , m_yuvMatrixLocation(-1) | 855 yuv_matrix_location_(-1), |
| 764 , m_yuvAdjLocation(-1) | 856 yuv_adj_location_(-1) { } |
| 765 { | 857 |
| 766 } | 858 void FragmentShaderYUVVideo::Init(WebGraphicsContext3D* context, |
| 767 | 859 unsigned program, |
| 768 void FragmentShaderYUVVideo::init(WebGraphicsContext3D* context, unsigned progra
m, bool usingBindUniform, int* baseUniformIndex) | 860 bool using_bind_uniform, |
| 769 { | 861 int* base_uniform_index) { |
| 770 static const char* shaderUniforms[] = { | 862 static const char* shader_uniforms[] = { |
| 771 "y_texture", | 863 "y_texture", |
| 772 "u_texture", | 864 "u_texture", |
| 773 "v_texture", | 865 "v_texture", |
| 774 "alpha", | 866 "alpha", |
| 775 "yuv_matrix", | 867 "yuv_matrix", |
| 776 "yuv_adj", | 868 "yuv_adj", |
| 777 }; | 869 }; |
| 778 int locations[6]; | 870 int locations[6]; |
| 779 | 871 |
| 780 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 872 GetProgramUniformLocations(context, |
| 781 | 873 program, |
| 782 m_yTextureLocation = locations[0]; | 874 shader_uniforms, |
| 783 m_uTextureLocation = locations[1]; | 875 arraysize(shader_uniforms), |
| 784 m_vTextureLocation = locations[2]; | 876 arraysize(locations), |
| 785 m_alphaLocation = locations[3]; | 877 locations, |
| 786 m_yuvMatrixLocation = locations[4]; | 878 using_bind_uniform, |
| 787 m_yuvAdjLocation = locations[5]; | 879 base_uniform_index); |
| 788 | 880 |
| 789 DCHECK(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLoc
ation != -1 | 881 y_texture_location_ = locations[0]; |
| 790 && m_alphaLocation != -1 && m_yuvMatrixLocation != -1 && m_yuvAdjLoca
tion != -1); | 882 u_texture_location_ = locations[1]; |
| 791 } | 883 v_texture_location_ = locations[2]; |
| 792 | 884 alpha_location_ = locations[3]; |
| 793 std::string FragmentShaderYUVVideo::getShaderString() const | 885 yuv_matrix_location_ = locations[4]; |
| 794 { | 886 yuv_adj_location_ = locations[5]; |
| 795 return SHADER( | 887 |
| 796 precision mediump float; | 888 DCHECK(y_texture_location_ != -1 && u_texture_location_ != -1 && |
| 797 precision mediump int; | 889 v_texture_location_ != -1 && alpha_location_ != -1 && |
| 798 varying vec2 v_texCoord; | 890 yuv_matrix_location_ != -1 && yuv_adj_location_ != -1); |
| 799 uniform sampler2D y_texture; | 891 } |
| 800 uniform sampler2D u_texture; | 892 |
| 801 uniform sampler2D v_texture; | 893 std::string FragmentShaderYUVVideo::GetShaderString() const { |
| 802 uniform float alpha; | 894 return SHADER( |
| 803 uniform vec3 yuv_adj; | 895 precision mediump float; |
| 804 uniform mat3 yuv_matrix; | 896 precision mediump int; |
| 805 void main() | 897 varying vec2 v_texCoord; |
| 806 { | 898 uniform sampler2D y_texture; |
| 807 float y_raw = texture2D(y_texture, v_texCoord).x; | 899 uniform sampler2D u_texture; |
| 808 float u_unsigned = texture2D(u_texture, v_texCoord).x; | 900 uniform sampler2D v_texture; |
| 809 float v_unsigned = texture2D(v_texture, v_texCoord).x; | 901 uniform float alpha; |
| 810 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; | 902 uniform vec3 yuv_adj; |
| 811 vec3 rgb = yuv_matrix * yuv; | 903 uniform mat3 yuv_matrix; |
| 812 gl_FragColor = vec4(rgb, float(1)) * alpha; | 904 void main() { |
| 813 } | 905 float y_raw = texture2D(y_texture, v_texCoord).x; |
| 814 ); | 906 float u_unsigned = texture2D(u_texture, v_texCoord).x; |
| 907 float v_unsigned = texture2D(v_texture, v_texCoord).x; |
| 908 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
| 909 vec3 rgb = yuv_matrix * yuv; |
| 910 gl_FragColor = vec4(rgb, float(1)) * alpha; |
| 911 } |
| 912 ); |
| 815 } | 913 } |
| 816 | 914 |
| 817 FragmentShaderColor::FragmentShaderColor() | 915 FragmentShaderColor::FragmentShaderColor() |
| 818 : m_colorLocation(-1) | 916 : color_location_(-1) { } |
| 819 { | 917 |
| 820 } | 918 void FragmentShaderColor::Init(WebGraphicsContext3D* context, |
| 821 | 919 unsigned program, |
| 822 void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program,
bool usingBindUniform, int* baseUniformIndex) | 920 bool using_bind_uniform, |
| 823 { | 921 int* base_uniform_index) { |
| 824 static const char* shaderUniforms[] = { | 922 static const char* shader_uniforms[] = { |
| 825 "color", | 923 "color", |
| 826 }; | 924 }; |
| 827 int locations[1]; | 925 int locations[1]; |
| 828 | 926 |
| 829 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 927 GetProgramUniformLocations(context, |
| 830 | 928 program, |
| 831 m_colorLocation = locations[0]; | 929 shader_uniforms, |
| 832 DCHECK(m_colorLocation != -1); | 930 arraysize(shader_uniforms), |
| 833 } | 931 arraysize(locations), |
| 834 | 932 locations, |
| 835 std::string FragmentShaderColor::getShaderString() const | 933 using_bind_uniform, |
| 836 { | 934 base_uniform_index); |
| 837 return SHADER( | 935 |
| 838 precision mediump float; | 936 color_location_ = locations[0]; |
| 839 uniform vec4 color; | 937 DCHECK(color_location_ != -1); |
| 840 void main() | 938 } |
| 841 { | 939 |
| 842 gl_FragColor = color; | 940 std::string FragmentShaderColor::GetShaderString() const { |
| 843 } | 941 return SHADER( |
| 844 ); | 942 precision mediump float; |
| 943 uniform vec4 color; |
| 944 void main() { |
| 945 gl_FragColor = color; |
| 946 } |
| 947 ); |
| 845 } | 948 } |
| 846 | 949 |
| 847 FragmentShaderColorAA::FragmentShaderColorAA() | 950 FragmentShaderColorAA::FragmentShaderColorAA() |
| 848 : m_edgeLocation(-1) | 951 : edge_location_(-1), |
| 849 , m_colorLocation(-1) | 952 color_location_(-1) { } |
| 850 { | 953 |
| 851 } | 954 void FragmentShaderColorAA::Init(WebGraphicsContext3D* context, |
| 852 | 955 unsigned program, |
| 853 void FragmentShaderColorAA::init(WebGraphicsContext3D* context, unsigned program
, bool usingBindUniform, int* baseUniformIndex) | 956 bool using_bind_uniform, |
| 854 { | 957 int* base_uniform_index) { |
| 855 static const char* shaderUniforms[] = { | 958 static const char* shader_uniforms[] = { |
| 856 "edge", | 959 "edge", |
| 857 "color", | 960 "color", |
| 858 }; | 961 }; |
| 859 int locations[2]; | 962 int locations[2]; |
| 860 | 963 |
| 861 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 964 GetProgramUniformLocations(context, |
| 862 | 965 program, |
| 863 m_edgeLocation = locations[0]; | 966 shader_uniforms, |
| 864 m_colorLocation = locations[1]; | 967 arraysize(shader_uniforms), |
| 865 DCHECK(m_edgeLocation != -1 && m_colorLocation != -1); | 968 arraysize(locations), |
| 866 } | 969 locations, |
| 867 | 970 using_bind_uniform, |
| 868 std::string FragmentShaderColorAA::getShaderString() const | 971 base_uniform_index); |
| 869 { | 972 |
| 870 return SHADER( | 973 edge_location_ = locations[0]; |
| 871 precision mediump float; | 974 color_location_ = locations[1]; |
| 872 uniform vec4 color; | 975 DCHECK(edge_location_ != -1 && color_location_ != -1); |
| 873 uniform vec3 edge[8]; | 976 } |
| 874 void main() | 977 |
| 875 { | 978 std::string FragmentShaderColorAA::GetShaderString() const { |
| 876 vec3 pos = vec3(gl_FragCoord.xy, 1); | 979 return SHADER( |
| 877 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); | 980 precision mediump float; |
| 878 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); | 981 uniform vec4 color; |
| 879 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); | 982 uniform vec3 edge[8]; |
| 880 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); | 983 void main() { |
| 881 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); | 984 vec3 pos = vec3(gl_FragCoord.xy, 1); |
| 882 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); | 985 float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| 883 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); | 986 float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| 884 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); | 987 float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| 885 gl_FragColor = color * min(min(a0, a2) * min(a1, a3), min(a4, a6) *
min(a5, a7)); | 988 float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| 886 } | 989 float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| 887 ); | 990 float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| 991 float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| 992 float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| 993 gl_FragColor = color * min(min(a0, a2) * min(a1, a3), |
| 994 min(a4, a6) * min(a5, a7)); |
| 995 } |
| 996 ); |
| 888 } | 997 } |
| 889 | 998 |
| 890 FragmentShaderCheckerboard::FragmentShaderCheckerboard() | 999 FragmentShaderCheckerboard::FragmentShaderCheckerboard() |
| 891 : m_alphaLocation(-1) | 1000 : alpha_location_(-1), |
| 892 , m_texTransformLocation(-1) | 1001 tex_transform_location_(-1), |
| 893 , m_frequencyLocation(-1) | 1002 frequency_location_(-1) { } |
| 894 { | 1003 |
| 895 } | 1004 void FragmentShaderCheckerboard::Init(WebGraphicsContext3D* context, |
| 896 | 1005 unsigned program, |
| 897 void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned pr
ogram, bool usingBindUniform, int* baseUniformIndex) | 1006 bool using_bind_uniform, |
| 898 { | 1007 int* base_uniform_index) { |
| 899 static const char* shaderUniforms[] = { | 1008 static const char* shader_uniforms[] = { |
| 900 "alpha", | 1009 "alpha", |
| 901 "texTransform", | 1010 "texTransform", |
| 902 "frequency", | 1011 "frequency", |
| 903 "color", | 1012 "color", |
| 904 }; | 1013 }; |
| 905 int locations[4]; | 1014 int locations[4]; |
| 906 | 1015 |
| 907 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade
rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex)
; | 1016 GetProgramUniformLocations(context, |
| 908 | 1017 program, |
| 909 m_alphaLocation = locations[0]; | 1018 shader_uniforms, |
| 910 m_texTransformLocation = locations[1]; | 1019 arraysize(shader_uniforms), |
| 911 m_frequencyLocation = locations[2]; | 1020 arraysize(locations), |
| 912 m_colorLocation = locations[3]; | 1021 locations, |
| 913 DCHECK(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyL
ocation != -1 && m_colorLocation != -1); | 1022 using_bind_uniform, |
| 914 } | 1023 base_uniform_index); |
| 915 | 1024 |
| 916 std::string FragmentShaderCheckerboard::getShaderString() const | 1025 alpha_location_ = locations[0]; |
| 917 { | 1026 tex_transform_location_ = locations[1]; |
| 918 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" | 1027 frequency_location_ = locations[2]; |
| 919 // by Munshi, Ginsburg, Shreiner. | 1028 color_location_ = locations[3]; |
| 920 return SHADER( | 1029 DCHECK(alpha_location_ != -1 && tex_transform_location_ != -1 && |
| 921 precision mediump float; | 1030 frequency_location_ != -1 && color_location_ != -1); |
| 922 precision mediump int; | 1031 } |
| 923 varying vec2 v_texCoord; | 1032 |
| 924 uniform float alpha; | 1033 std::string FragmentShaderCheckerboard::GetShaderString() const { |
| 925 uniform float frequency; | 1034 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" |
| 926 uniform vec4 texTransform; | 1035 // by Munshi, Ginsburg, Shreiner. |
| 927 uniform vec4 color; | 1036 return SHADER( |
| 928 void main() | 1037 precision mediump float; |
| 929 { | 1038 precision mediump int; |
| 930 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); | 1039 varying vec2 v_texCoord; |
| 931 vec4 color2 = color; | 1040 uniform float alpha; |
| 932 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT
ransform.xy; | 1041 uniform float frequency; |
| 933 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | 1042 uniform vec4 texTransform; |
| 934 float picker = abs(coord.x - coord.y); | 1043 uniform vec4 color; |
| 935 gl_FragColor = mix(color1, color2, picker) * alpha; | 1044 void main() { |
| 936 } | 1045 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
| 937 ); | 1046 vec4 color2 = color; |
| 1047 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + |
| 1048 texTransform.xy; |
| 1049 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
| 1050 float picker = abs(coord.x - coord.y); |
| 1051 gl_FragColor = mix(color1, color2, picker) * alpha; |
| 1052 } |
| 1053 ); |
| 938 } | 1054 } |
| 939 | 1055 |
| 940 } // namespace cc | 1056 } // namespace cc |
| OLD | NEW |