| Index: cc/output/shader.cc
|
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc
|
| index c4d3636284fedfcf34bc22cebd4f0785817e5bf3..1a892d3dc6e8944890da683f928fb8f1be750148 100644
|
| --- a/cc/output/shader.cc
|
| +++ b/cc/output/shader.cc
|
| @@ -17,924 +17,1040 @@ namespace cc {
|
|
|
| namespace {
|
|
|
| -static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned program, const char** shaderUniforms, size_t count, size_t maxLocations, int* locations, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) {
|
| - DCHECK(uniformIndex < maxLocations);
|
| -
|
| - if (usingBindUniform) {
|
| - locations[uniformIndex] = (*baseUniformIndex)++;
|
| - context->bindUniformLocationCHROMIUM(program, locations[uniformIndex], shaderUniforms[uniformIndex]);
|
| - } else
|
| - locations[uniformIndex] = context->getUniformLocation(program, shaderUniforms[uniformIndex]);
|
| +static void GetProgramUniformLocations(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + const char** shader_uniforms,
|
| + size_t count,
|
| + size_t max_locations,
|
| + int* locations,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + for (size_t uniform_index = 0; uniform_index < count; uniform_index ++) {
|
| + DCHECK(uniform_index < max_locations);
|
| +
|
| + if (using_bind_uniform) {
|
| + locations[uniform_index] = (*base_uniform_index)++;
|
| + context->bindUniformLocationCHROMIUM(program,
|
| + locations[uniform_index],
|
| + shader_uniforms[uniform_index]);
|
| + } else {
|
| + locations[uniform_index] =
|
| + context->getUniformLocation(program, shader_uniforms[uniform_index]);
|
| }
|
| + }
|
| }
|
|
|
| }
|
|
|
| VertexShaderPosTex::VertexShaderPosTex()
|
| - : m_matrixLocation(-1)
|
| -{
|
| + : matrix_location_(-1) { }
|
| +
|
| +void VertexShaderPosTex::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "matrix",
|
| + };
|
| + int locations[1];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + matrix_location_ = locations[0];
|
| + DCHECK(matrix_location_ != -1);
|
| }
|
|
|
| -void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "matrix",
|
| - };
|
| - int locations[1];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_matrixLocation = locations[0];
|
| - DCHECK(m_matrixLocation != -1);
|
| -}
|
| -
|
| -std::string VertexShaderPosTex::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - attribute vec4 a_position;
|
| - attribute vec2 a_texCoord;
|
| - uniform mat4 matrix;
|
| - varying vec2 v_texCoord;
|
| - void main()
|
| - {
|
| - gl_Position = matrix * a_position;
|
| - v_texCoord = a_texCoord;
|
| - }
|
| - );
|
| +std::string VertexShaderPosTex::GetShaderString() const {
|
| + return SHADER(
|
| + attribute vec4 a_position;
|
| + attribute vec2 a_texCoord;
|
| + uniform mat4 matrix;
|
| + varying vec2 v_texCoord;
|
| + void main() {
|
| + gl_Position = matrix * a_position;
|
| + v_texCoord = a_texCoord;
|
| + }
|
| + );
|
| }
|
|
|
| VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch()
|
| - : m_matrixLocation(-1)
|
| - , m_texScaleLocation(-1)
|
| -{
|
| -}
|
| -
|
| -void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "matrix",
|
| - "texScale",
|
| - };
|
| - int locations[2];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_matrixLocation = locations[0];
|
| - m_texScaleLocation = locations[1];
|
| - DCHECK(m_matrixLocation != -1 && m_texScaleLocation != -1);
|
| + : matrix_location_(-1),
|
| + tex_scale_location_(-1) { }
|
| +
|
| +void VertexShaderPosTexYUVStretch::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "matrix",
|
| + "texScale",
|
| + };
|
| + int locations[2];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + matrix_location_ = locations[0];
|
| + tex_scale_location_ = locations[1];
|
| + DCHECK(matrix_location_ != -1 && tex_scale_location_ != -1);
|
| }
|
|
|
| -std::string VertexShaderPosTexYUVStretch::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - attribute vec4 a_position;
|
| - attribute vec2 a_texCoord;
|
| - uniform mat4 matrix;
|
| - varying vec2 v_texCoord;
|
| - uniform vec2 texScale;
|
| - void main()
|
| - {
|
| - gl_Position = matrix * a_position;
|
| - v_texCoord = a_texCoord * texScale;
|
| - }
|
| - );
|
| +std::string VertexShaderPosTexYUVStretch::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + attribute vec4 a_position;
|
| + attribute vec2 a_texCoord;
|
| + uniform mat4 matrix;
|
| + varying vec2 v_texCoord;
|
| + uniform vec2 texScale;
|
| + void main() {
|
| + gl_Position = matrix * a_position;
|
| + v_texCoord = a_texCoord * texScale;
|
| + }
|
| + );
|
| }
|
|
|
| VertexShaderPos::VertexShaderPos()
|
| - : m_matrixLocation(-1)
|
| -{
|
| + : matrix_location_(-1) { }
|
| +
|
| +void VertexShaderPos::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "matrix",
|
| + };
|
| + int locations[1];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + matrix_location_ = locations[0];
|
| + DCHECK(matrix_location_ != -1);
|
| }
|
|
|
| -void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "matrix",
|
| - };
|
| - int locations[1];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| +std::string VertexShaderPos::GetShaderString() const {
|
| + return SHADER(
|
| + attribute vec4 a_position;
|
| + uniform mat4 matrix;
|
| + void main() {
|
| + gl_Position = matrix * a_position;
|
| + }
|
| + );
|
| +}
|
|
|
| - m_matrixLocation = locations[0];
|
| - DCHECK(m_matrixLocation != -1);
|
| +VertexShaderPosTexTransform::VertexShaderPosTexTransform()
|
| + : matrix_location_(-1),
|
| + tex_transform_location_(-1),
|
| + vertex_opacity_location_(-1) { }
|
| +
|
| +void VertexShaderPosTexTransform::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "matrix",
|
| + "texTransform",
|
| + "opacity",
|
| + };
|
| + int locations[3];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + matrix_location_ = locations[0];
|
| + tex_transform_location_ = locations[1];
|
| + vertex_opacity_location_ = locations[2];
|
| + DCHECK(matrix_location_ != -1 && tex_transform_location_ != -1 &&
|
| + vertex_opacity_location_ != -1);
|
| }
|
|
|
| -std::string VertexShaderPos::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - attribute vec4 a_position;
|
| - uniform mat4 matrix;
|
| - void main()
|
| - {
|
| - gl_Position = matrix * a_position;
|
| - }
|
| - );
|
| +std::string VertexShaderPosTexTransform::GetShaderString() const {
|
| + return SHADER(
|
| + attribute vec4 a_position;
|
| + attribute vec2 a_texCoord;
|
| + attribute float a_index;
|
| + uniform mat4 matrix[8];
|
| + uniform vec4 texTransform[8];
|
| + uniform float opacity[32];
|
| + varying 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)];
|
| + v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
|
| + v_alpha = opacity[int(a_index)];
|
| + }
|
| + );
|
| }
|
|
|
| -VertexShaderPosTexTransform::VertexShaderPosTexTransform()
|
| - : m_matrixLocation(-1)
|
| - , m_texTransformLocation(-1)
|
| - , m_vertexOpacityLocation(-1)
|
| -{
|
| -}
|
| -
|
| -void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "matrix",
|
| - "texTransform",
|
| - "opacity",
|
| - };
|
| - int locations[3];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_matrixLocation = locations[0];
|
| - m_texTransformLocation = locations[1];
|
| - m_vertexOpacityLocation = locations[2];
|
| - DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1 && m_vertexOpacityLocation != -1);
|
| -}
|
| -
|
| -std::string VertexShaderPosTexTransform::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - attribute vec4 a_position;
|
| - attribute vec2 a_texCoord;
|
| - attribute float a_index;
|
| - uniform mat4 matrix[8];
|
| - uniform vec4 texTransform[8];
|
| - uniform float opacity[32];
|
| - varying 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)];
|
| - v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
|
| - v_alpha = opacity[int(a_index)];
|
| - }
|
| - );
|
| -}
|
| -
|
| -std::string VertexShaderPosTexTransformFlip::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - attribute vec4 a_position;
|
| - attribute vec2 a_texCoord;
|
| - attribute float a_index;
|
| - uniform mat4 matrix[8];
|
| - uniform vec4 texTransform[8];
|
| - uniform float opacity[32];
|
| - varying 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)];
|
| - v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
|
| - v_texCoord.y = 1.0 - v_texCoord.y;
|
| - v_alpha = opacity[int(a_index)];
|
| - }
|
| - );
|
| +std::string VertexShaderPosTexTransformFlip::GetShaderString() const {
|
| + return SHADER(
|
| + attribute vec4 a_position;
|
| + attribute vec2 a_texCoord;
|
| + attribute float a_index;
|
| + uniform mat4 matrix[8];
|
| + uniform vec4 texTransform[8];
|
| + uniform float opacity[32];
|
| + varying 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)];
|
| + v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
|
| + v_texCoord.y = 1.0 - v_texCoord.y;
|
| + v_alpha = opacity[int(a_index)];
|
| + }
|
| + );
|
| }
|
|
|
| -std::string VertexShaderPosTexIdentity::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - attribute vec4 a_position;
|
| - varying vec2 v_texCoord;
|
| - void main()
|
| - {
|
| - gl_Position = a_position;
|
| - v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
|
| - }
|
| - );
|
| +std::string VertexShaderPosTexIdentity::GetShaderString() const {
|
| + return SHADER(
|
| + attribute vec4 a_position;
|
| + varying vec2 v_texCoord;
|
| + void main() {
|
| + gl_Position = a_position;
|
| + v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
|
| + }
|
| + );
|
| }
|
|
|
| VertexShaderQuad::VertexShaderQuad()
|
| - : m_matrixLocation(-1)
|
| - , m_pointLocation(-1)
|
| - , m_texScaleLocation(-1)
|
| -{
|
| -}
|
| -
|
| -void VertexShaderQuad::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - // TODO(reveman): Some uniform names are causing drawing artifact.
|
| - // crbug.com/223014
|
| - static const char* shaderUniforms[] = {
|
| - "matrix",
|
| - "point_bug223014",
|
| - "texScale",
|
| - };
|
| - int locations[3];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_matrixLocation = locations[0];
|
| - m_pointLocation = locations[1];
|
| - m_texScaleLocation = locations[2];
|
| - DCHECK_NE(m_matrixLocation, -1);
|
| - DCHECK_NE(m_pointLocation, -1);
|
| - DCHECK_NE(m_texScaleLocation, -1);
|
| -}
|
| -
|
| -std::string VertexShaderQuad::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - attribute vec4 a_position;
|
| - attribute vec2 a_texCoord;
|
| - uniform mat4 matrix;
|
| - uniform vec2 point_bug223014[4];
|
| - uniform vec2 texScale;
|
| - varying 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);
|
| - 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];
|
| - pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3];
|
| - gl_Position = matrix * pos;
|
| - v_texCoord = (pos.xy + vec2(0.5)) * texScale;
|
| - }
|
| - );
|
| + : matrix_location_(-1),
|
| + point_location_(-1),
|
| + tex_scale_location_(-1) { }
|
| +
|
| +void VertexShaderQuad::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + // TODO(reveman): Some uniform names are causing drawing artifact.
|
| + // crbug.com/223014
|
| + static const char* shader_uniforms[] = {
|
| + "matrix",
|
| + "point_bug223014",
|
| + "texScale",
|
| + };
|
| + int locations[3];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + matrix_location_ = locations[0];
|
| + point_location_ = locations[1];
|
| + tex_scale_location_ = locations[2];
|
| + DCHECK_NE(matrix_location_, -1);
|
| + DCHECK_NE(point_location_, -1);
|
| + DCHECK_NE(tex_scale_location_, -1);
|
| }
|
|
|
| -VertexShaderTile::VertexShaderTile()
|
| - : m_matrixLocation(-1)
|
| - , m_pointLocation(-1)
|
| - , m_vertexTexTransformLocation(-1)
|
| -{
|
| -}
|
| -
|
| -void VertexShaderTile::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "matrix",
|
| - "point_bug223014",
|
| - "vertexTexTransform",
|
| - };
|
| - int locations[3];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_matrixLocation = locations[0];
|
| - m_pointLocation = locations[1];
|
| - m_vertexTexTransformLocation = locations[2];
|
| - DCHECK(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransformLocation != -1);
|
| -}
|
| -
|
| -std::string VertexShaderTile::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - attribute vec4 a_position;
|
| - attribute vec2 a_texCoord;
|
| - uniform mat4 matrix;
|
| - uniform vec2 point_bug223014[4];
|
| - uniform vec4 vertexTexTransform;
|
| - varying 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);
|
| - 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];
|
| - pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3];
|
| - gl_Position = matrix * pos;
|
| - v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
|
| - }
|
| - );
|
| +std::string VertexShaderQuad::GetShaderString() const {
|
| + return SHADER(
|
| + attribute vec4 a_position;
|
| + attribute vec2 a_texCoord;
|
| + uniform mat4 matrix;
|
| + uniform vec2 point_bug223014[4];
|
| + uniform vec2 texScale;
|
| + varying 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);
|
| + 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];
|
| + pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3];
|
| + gl_Position = matrix * pos;
|
| + v_texCoord = (pos.xy + vec2(0.5)) * texScale;
|
| + }
|
| + );
|
| }
|
|
|
| -VertexShaderVideoTransform::VertexShaderVideoTransform()
|
| - : m_matrixLocation(-1)
|
| - , m_texMatrixLocation(-1)
|
| -{
|
| +VertexShaderTile::VertexShaderTile()
|
| + : matrix_location_(-1),
|
| + point_location_(-1),
|
| + vertex_tex_transform_location_(-1) { }
|
| +
|
| +void VertexShaderTile::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "matrix",
|
| + "point_bug223014",
|
| + "vertexTexTransform",
|
| + };
|
| + int locations[3];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + matrix_location_ = locations[0];
|
| + point_location_ = locations[1];
|
| + vertex_tex_transform_location_ = locations[2];
|
| + DCHECK(matrix_location_ != -1 && point_location_ != -1 &&
|
| + vertex_tex_transform_location_ != -1);
|
| }
|
|
|
| -bool VertexShaderVideoTransform::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "matrix",
|
| - "texMatrix",
|
| - };
|
| - int locations[2];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_matrixLocation = locations[0];
|
| - m_texMatrixLocation = locations[1];
|
| - return m_matrixLocation != -1 && m_texMatrixLocation != -1;
|
| +std::string VertexShaderTile::GetShaderString() const {
|
| + return SHADER(
|
| + attribute vec4 a_position;
|
| + attribute vec2 a_texCoord;
|
| + uniform mat4 matrix;
|
| + uniform vec2 point_bug223014[4];
|
| + uniform vec4 vertexTexTransform;
|
| + varying 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);
|
| + 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];
|
| + pos.xy += (complement.x * a_texCoord.y) * point_bug223014[3];
|
| + gl_Position = matrix * pos;
|
| + v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
|
| + }
|
| + );
|
| }
|
|
|
| -std::string VertexShaderVideoTransform::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - attribute vec4 a_position;
|
| - attribute vec2 a_texCoord;
|
| - uniform mat4 matrix;
|
| - uniform mat4 texMatrix;
|
| - varying vec2 v_texCoord;
|
| - void main()
|
| - {
|
| - gl_Position = matrix * a_position;
|
| - v_texCoord = vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
|
| - }
|
| - );
|
| +VertexShaderVideoTransform::VertexShaderVideoTransform()
|
| + : matrix_location_(-1),
|
| + tex_matrix_location_(-1) { }
|
| +
|
| +bool VertexShaderVideoTransform::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "matrix",
|
| + "texMatrix",
|
| + };
|
| + int locations[2];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + matrix_location_ = locations[0];
|
| + tex_matrix_location_ = locations[1];
|
| + return matrix_location_ != -1 && tex_matrix_location_ != -1;
|
| }
|
|
|
| -FragmentTexAlphaBinding::FragmentTexAlphaBinding()
|
| - : m_samplerLocation(-1)
|
| - , m_alphaLocation(-1)
|
| -{
|
| +std::string VertexShaderVideoTransform::GetShaderString() const {
|
| + return SHADER(
|
| + attribute vec4 a_position;
|
| + attribute vec2 a_texCoord;
|
| + uniform mat4 matrix;
|
| + uniform mat4 texMatrix;
|
| + varying vec2 v_texCoord;
|
| + void main() {
|
| + gl_Position = matrix * a_position;
|
| + v_texCoord =
|
| + vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
|
| + }
|
| + );
|
| }
|
|
|
| -void FragmentTexAlphaBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "s_texture",
|
| - "alpha",
|
| - };
|
| - int locations[2];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_samplerLocation = locations[0];
|
| - m_alphaLocation = locations[1];
|
| - DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1);
|
| +FragmentTexAlphaBinding::FragmentTexAlphaBinding()
|
| + : sampler_location_(-1),
|
| + alpha_location_(-1) { }
|
| +
|
| +void FragmentTexAlphaBinding::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "s_texture",
|
| + "alpha",
|
| + };
|
| + int locations[2];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + sampler_location_ = locations[0];
|
| + alpha_location_ = locations[1];
|
| + DCHECK(sampler_location_ != -1 && alpha_location_ != -1);
|
| }
|
|
|
| FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
|
| - : m_samplerLocation(-1)
|
| -{
|
| + : sampler_location_(-1) { }
|
| +
|
| +void FragmentTexOpaqueBinding::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "s_texture",
|
| + };
|
| + int locations[1];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + sampler_location_ = locations[0];
|
| + DCHECK(sampler_location_ != -1);
|
| }
|
|
|
| -void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "s_texture",
|
| - };
|
| - int locations[1];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_samplerLocation = locations[0];
|
| - DCHECK(m_samplerLocation != -1);
|
| +bool FragmentShaderOESImageExternal::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "s_texture",
|
| + };
|
| + int locations[1];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + sampler_location_ = locations[0];
|
| + return sampler_location_ != -1;
|
| }
|
|
|
| -bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "s_texture",
|
| - };
|
| - int locations[1];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_samplerLocation = locations[0];
|
| - return m_samplerLocation != -1;
|
| +std::string FragmentShaderOESImageExternal::GetShaderString() const {
|
| + // Cannot use the SHADER() macro because of the '#' char
|
| + return "#extension GL_OES_EGL_image_external : require\n"
|
| + SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform samplerExternalOES s_texture;
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w);
|
| + }
|
| + );
|
| }
|
|
|
| -std::string FragmentShaderOESImageExternal::getShaderString() const
|
| -{
|
| - // Cannot use the SHADER() macro because of the '#' char
|
| - return "#extension GL_OES_EGL_image_external : require \n"
|
| - "precision mediump float;\n"
|
| - "varying vec2 v_texCoord;\n"
|
| - "uniform samplerExternalOES s_texture;\n"
|
| - "void main()\n"
|
| - "{\n"
|
| - " vec4 texColor = texture2D(s_texture, v_texCoord);\n"
|
| - " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w);\n"
|
| - "}\n";
|
| +std::string FragmentShaderRGBATexAlpha::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + uniform float alpha;
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + gl_FragColor = texColor * alpha;
|
| + }
|
| + );
|
| }
|
|
|
| -std::string FragmentShaderRGBATexAlpha::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - uniform float alpha;
|
| - void main()
|
| - {
|
| - vec4 texColor = texture2D(s_texture, v_texCoord);
|
| - gl_FragColor = texColor * alpha;
|
| - }
|
| - );
|
| +std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + varying float v_alpha;
|
| + uniform sampler2D s_texture;
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + gl_FragColor = texColor * v_alpha;
|
| + }
|
| + );
|
| }
|
|
|
| -std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const
|
| -{
|
| - return SHADER(
|
| +std::string FragmentShaderRGBATexRectVaryingAlpha::GetShaderString() const {
|
| + return "#extension GL_ARB_texture_rectangle : require\n"
|
| + SHADER(
|
| precision mediump float;
|
| varying vec2 v_texCoord;
|
| varying float v_alpha;
|
| - uniform sampler2D s_texture;
|
| - void main()
|
| - {
|
| - vec4 texColor = texture2D(s_texture, v_texCoord);
|
| - gl_FragColor = texColor * v_alpha;
|
| + uniform sampler2DRect s_texture;
|
| + void main() {
|
| + vec4 texColor = texture2DRect(s_texture, v_texCoord);
|
| + gl_FragColor = texColor * v_alpha;
|
| }
|
| - );
|
| -}
|
| -
|
| -std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const
|
| -{
|
| - return "#extension GL_ARB_texture_rectangle : require\n"
|
| - "precision mediump float;\n"
|
| - "varying vec2 v_texCoord;\n"
|
| - "varying float v_alpha;\n"
|
| - "uniform sampler2DRect s_texture;\n"
|
| - "void main()\n"
|
| - "{\n"
|
| - " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n"
|
| - " gl_FragColor = texColor * v_alpha;\n"
|
| - "}\n";
|
| -}
|
| -
|
| -std::string FragmentShaderRGBATexOpaque::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - void main()
|
| - {
|
| - vec4 texColor = texture2D(s_texture, v_texCoord);
|
| - gl_FragColor = vec4(texColor.rgb, 1.0);
|
| - }
|
| - );
|
| + );
|
| }
|
|
|
| -std::string FragmentShaderRGBATex::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - void main()
|
| - {
|
| - gl_FragColor = texture2D(s_texture, v_texCoord);
|
| - }
|
| - );
|
| +std::string FragmentShaderRGBATexOpaque::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + gl_FragColor = vec4(texColor.rgb, 1.0);
|
| + }
|
| + );
|
| }
|
|
|
| -std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - uniform float alpha;
|
| - void main()
|
| - {
|
| - vec4 texColor = texture2D(s_texture, v_texCoord);
|
| - gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
|
| - }
|
| - );
|
| +std::string FragmentShaderRGBATex::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + void main() {
|
| + gl_FragColor = texture2D(s_texture, v_texCoord);
|
| + }
|
| + );
|
| }
|
|
|
| -std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - void main()
|
| - {
|
| - vec4 texColor = texture2D(s_texture, v_texCoord);
|
| - gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
|
| - }
|
| - );
|
| +std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + uniform float alpha;
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + gl_FragColor =
|
| + vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
|
| + }
|
| + );
|
| }
|
|
|
| -FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
|
| - : m_samplerLocation(-1)
|
| - , m_alphaLocation(-1)
|
| - , m_edgeLocation(-1)
|
| -{
|
| +std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
|
| + }
|
| + );
|
| }
|
|
|
| -void FragmentShaderRGBATexAlphaAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "s_texture",
|
| - "alpha",
|
| - "edge",
|
| - };
|
| - int locations[3];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_samplerLocation = locations[0];
|
| - m_alphaLocation = locations[1];
|
| - m_edgeLocation = locations[2];
|
| - DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
|
| +FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
|
| + : sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + edge_location_(-1) { }
|
| +
|
| +void FragmentShaderRGBATexAlphaAA::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "s_texture",
|
| + "alpha",
|
| + "edge",
|
| + };
|
| + int locations[3];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + sampler_location_ = locations[0];
|
| + alpha_location_ = locations[1];
|
| + edge_location_ = locations[2];
|
| + DCHECK(sampler_location_ != -1 && alpha_location_ != -1 &&
|
| + edge_location_ != -1);
|
| }
|
|
|
| -std::string FragmentShaderRGBATexAlphaAA::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - uniform float alpha;
|
| - uniform vec3 edge[8];
|
| - void main()
|
| - {
|
| - vec4 texColor = texture2D(s_texture, v_texCoord);
|
| - vec3 pos = vec3(gl_FragCoord.xy, 1);
|
| - float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| - float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| - float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| - float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| - float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| - float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| - float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| - float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| - gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
|
| - }
|
| - );
|
| +std::string FragmentShaderRGBATexAlphaAA::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + uniform float alpha;
|
| + uniform vec3 edge[8];
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + vec3 pos = vec3(gl_FragCoord.xy, 1);
|
| + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| + gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3),
|
| + min(a4, a6) * min(a5, a7));
|
| + }
|
| + );
|
| }
|
|
|
| FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
|
| - : m_samplerLocation(-1)
|
| - , m_alphaLocation(-1)
|
| - , m_fragmentTexTransformLocation(-1)
|
| - , m_edgeLocation(-1)
|
| -{
|
| -}
|
| -
|
| -void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "s_texture",
|
| - "alpha",
|
| - "fragmentTexTransform",
|
| - "edge",
|
| - };
|
| - int locations[4];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_samplerLocation = locations[0];
|
| - m_alphaLocation = locations[1];
|
| - m_fragmentTexTransformLocation = locations[2];
|
| - m_edgeLocation = locations[3];
|
| - DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTransformLocation != -1 && m_edgeLocation != -1);
|
| -}
|
| -
|
| -std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - uniform float alpha;
|
| - uniform vec4 fragmentTexTransform;
|
| - uniform vec3 edge[8];
|
| - void main()
|
| - {
|
| - 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);
|
| - float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| - float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| - float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| - float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| - float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| - float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| - float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| - float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| - gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
|
| - }
|
| - );
|
| + : sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + fragment_tex_transform_location_(-1),
|
| + edge_location_(-1) { }
|
| +
|
| +void FragmentTexClampAlphaAABinding::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "s_texture",
|
| + "alpha",
|
| + "fragmentTexTransform",
|
| + "edge",
|
| + };
|
| + int locations[4];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + sampler_location_ = locations[0];
|
| + alpha_location_ = locations[1];
|
| + fragment_tex_transform_location_ = locations[2];
|
| + edge_location_ = locations[3];
|
| + DCHECK(sampler_location_ != -1 && alpha_location_ != -1 &&
|
| + fragment_tex_transform_location_ != -1 && edge_location_ != -1);
|
| }
|
|
|
| -std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - uniform float alpha;
|
| - uniform vec4 fragmentTexTransform;
|
| - uniform vec3 edge[8];
|
| - void main()
|
| - {
|
| - 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);
|
| - float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| - float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| - float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| - float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| - float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| - float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| - float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| - float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| - 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));
|
| - }
|
| - );
|
| +std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + uniform float alpha;
|
| + uniform vec4 fragmentTexTransform;
|
| + uniform vec3 edge[8];
|
| + void main() {
|
| + 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);
|
| + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| + gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3),
|
| + min(a4, a6) * min(a5, a7));
|
| + }
|
| + );
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + uniform float alpha;
|
| + uniform vec4 fragmentTexTransform;
|
| + uniform vec3 edge[8];
|
| + void main() {
|
| + 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);
|
| + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| + 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));
|
| + }
|
| + );
|
| }
|
|
|
| FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
|
| - : m_samplerLocation(-1)
|
| - , m_maskSamplerLocation(-1)
|
| - , m_alphaLocation(-1)
|
| - , m_maskTexCoordScaleLocation(-1)
|
| -{
|
| -}
|
| -
|
| -void FragmentShaderRGBATexAlphaMask::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "s_texture",
|
| - "s_mask",
|
| - "alpha",
|
| - "maskTexCoordScale",
|
| - "maskTexCoordOffset",
|
| - };
|
| - int locations[5];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_samplerLocation = locations[0];
|
| - m_maskSamplerLocation = locations[1];
|
| - m_alphaLocation = locations[2];
|
| - m_maskTexCoordScaleLocation = locations[3];
|
| - m_maskTexCoordOffsetLocation = locations[4];
|
| - DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1);
|
| -}
|
| -
|
| -std::string FragmentShaderRGBATexAlphaMask::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - uniform sampler2D s_mask;
|
| - uniform vec2 maskTexCoordScale;
|
| - uniform 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);
|
| - vec4 maskColor = texture2D(s_mask, maskTexCoord);
|
| - gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w;
|
| - }
|
| - );
|
| + : sampler_location_(-1),
|
| + mask_sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + mask_tex_coord_scale_location_(-1) { }
|
| +
|
| +void FragmentShaderRGBATexAlphaMask::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "s_texture",
|
| + "s_mask",
|
| + "alpha",
|
| + "maskTexCoordScale",
|
| + "maskTexCoordOffset",
|
| + };
|
| + int locations[5];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + sampler_location_ = locations[0];
|
| + mask_sampler_location_ = locations[1];
|
| + alpha_location_ = locations[2];
|
| + mask_tex_coord_scale_location_ = locations[3];
|
| + mask_tex_coord_offset_location_ = locations[4];
|
| + DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 &&
|
| + alpha_location_ != -1);
|
| }
|
|
|
| -FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
|
| - : m_samplerLocation(-1)
|
| - , m_maskSamplerLocation(-1)
|
| - , m_alphaLocation(-1)
|
| - , m_edgeLocation(-1)
|
| - , m_maskTexCoordScaleLocation(-1)
|
| -{
|
| -}
|
| -
|
| -void FragmentShaderRGBATexAlphaMaskAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "s_texture",
|
| - "s_mask",
|
| - "alpha",
|
| - "edge",
|
| - "maskTexCoordScale",
|
| - "maskTexCoordOffset",
|
| - };
|
| - int locations[6];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_samplerLocation = locations[0];
|
| - m_maskSamplerLocation = locations[1];
|
| - m_alphaLocation = locations[2];
|
| - m_edgeLocation = locations[3];
|
| - m_maskTexCoordScaleLocation = locations[4];
|
| - m_maskTexCoordOffsetLocation = locations[5];
|
| - DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
|
| -}
|
| -
|
| -std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D s_texture;
|
| - uniform sampler2D s_mask;
|
| - uniform vec2 maskTexCoordScale;
|
| - uniform 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);
|
| - vec4 maskColor = texture2D(s_mask, maskTexCoord);
|
| - vec3 pos = vec3(gl_FragCoord.xy, 1);
|
| - float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| - float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| - float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| - float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| - float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| - float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| - float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| - float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| - 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));
|
| - }
|
| - );
|
| +std::string FragmentShaderRGBATexAlphaMask::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + uniform sampler2D s_mask;
|
| + uniform vec2 maskTexCoordScale;
|
| + uniform 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);
|
| + vec4 maskColor = texture2D(s_mask, maskTexCoord);
|
| + gl_FragColor = vec4(texColor.x, texColor.y,
|
| + texColor.z, texColor.w) * alpha * maskColor.w;
|
| + }
|
| + );
|
| }
|
|
|
| -FragmentShaderYUVVideo::FragmentShaderYUVVideo()
|
| - : m_yTextureLocation(-1)
|
| - , m_uTextureLocation(-1)
|
| - , m_vTextureLocation(-1)
|
| - , m_alphaLocation(-1)
|
| - , m_yuvMatrixLocation(-1)
|
| - , m_yuvAdjLocation(-1)
|
| -{
|
| -}
|
| -
|
| -void FragmentShaderYUVVideo::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "y_texture",
|
| - "u_texture",
|
| - "v_texture",
|
| - "alpha",
|
| - "yuv_matrix",
|
| - "yuv_adj",
|
| - };
|
| - int locations[6];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_yTextureLocation = locations[0];
|
| - m_uTextureLocation = locations[1];
|
| - m_vTextureLocation = locations[2];
|
| - m_alphaLocation = locations[3];
|
| - m_yuvMatrixLocation = locations[4];
|
| - m_yuvAdjLocation = locations[5];
|
| -
|
| - DCHECK(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLocation != -1
|
| - && m_alphaLocation != -1 && m_yuvMatrixLocation != -1 && m_yuvAdjLocation != -1);
|
| -}
|
| -
|
| -std::string FragmentShaderYUVVideo::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - precision mediump int;
|
| - varying vec2 v_texCoord;
|
| - uniform sampler2D y_texture;
|
| - uniform sampler2D u_texture;
|
| - uniform sampler2D v_texture;
|
| - uniform float alpha;
|
| - uniform vec3 yuv_adj;
|
| - uniform mat3 yuv_matrix;
|
| - void main()
|
| - {
|
| - float y_raw = texture2D(y_texture, v_texCoord).x;
|
| - float u_unsigned = texture2D(u_texture, v_texCoord).x;
|
| - float v_unsigned = texture2D(v_texture, v_texCoord).x;
|
| - vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
|
| - vec3 rgb = yuv_matrix * yuv;
|
| - gl_FragColor = vec4(rgb, float(1)) * alpha;
|
| - }
|
| - );
|
| +FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
|
| + : sampler_location_(-1),
|
| + mask_sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + edge_location_(-1),
|
| + mask_tex_coord_scale_location_(-1) { }
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskAA::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "s_texture",
|
| + "s_mask",
|
| + "alpha",
|
| + "edge",
|
| + "maskTexCoordScale",
|
| + "maskTexCoordOffset",
|
| + };
|
| + int locations[6];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + sampler_location_ = locations[0];
|
| + mask_sampler_location_ = locations[1];
|
| + alpha_location_ = locations[2];
|
| + edge_location_ = locations[3];
|
| + mask_tex_coord_scale_location_ = locations[4];
|
| + mask_tex_coord_offset_location_ = locations[5];
|
| + DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 &&
|
| + alpha_location_ != -1 && edge_location_ != -1);
|
| }
|
|
|
| -FragmentShaderColor::FragmentShaderColor()
|
| - : m_colorLocation(-1)
|
| -{
|
| +std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + uniform sampler2D s_mask;
|
| + uniform vec2 maskTexCoordScale;
|
| + uniform 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);
|
| + vec4 maskColor = texture2D(s_mask, maskTexCoord);
|
| + vec3 pos = vec3(gl_FragCoord.xy, 1);
|
| + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| + 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));
|
| + }
|
| + );
|
| }
|
|
|
| -void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "color",
|
| - };
|
| - int locations[1];
|
| +FragmentShaderYUVVideo::FragmentShaderYUVVideo()
|
| + : y_texture_location_(-1),
|
| + u_texture_location_(-1),
|
| + v_texture_location_(-1),
|
| + alpha_location_(-1),
|
| + yuv_matrix_location_(-1),
|
| + yuv_adj_location_(-1) { }
|
| +
|
| +void FragmentShaderYUVVideo::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "y_texture",
|
| + "u_texture",
|
| + "v_texture",
|
| + "alpha",
|
| + "yuv_matrix",
|
| + "yuv_adj",
|
| + };
|
| + int locations[6];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + y_texture_location_ = locations[0];
|
| + u_texture_location_ = locations[1];
|
| + v_texture_location_ = locations[2];
|
| + alpha_location_ = locations[3];
|
| + yuv_matrix_location_ = locations[4];
|
| + yuv_adj_location_ = locations[5];
|
| +
|
| + DCHECK(y_texture_location_ != -1 && u_texture_location_ != -1 &&
|
| + v_texture_location_ != -1 && alpha_location_ != -1 &&
|
| + yuv_matrix_location_ != -1 && yuv_adj_location_ != -1);
|
| +}
|
|
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| +std::string FragmentShaderYUVVideo::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + precision mediump int;
|
| + varying vec2 v_texCoord;
|
| + uniform sampler2D y_texture;
|
| + uniform sampler2D u_texture;
|
| + uniform sampler2D v_texture;
|
| + uniform float alpha;
|
| + uniform vec3 yuv_adj;
|
| + uniform mat3 yuv_matrix;
|
| + void main() {
|
| + float y_raw = texture2D(y_texture, v_texCoord).x;
|
| + float u_unsigned = texture2D(u_texture, v_texCoord).x;
|
| + float v_unsigned = texture2D(v_texture, v_texCoord).x;
|
| + vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
|
| + vec3 rgb = yuv_matrix * yuv;
|
| + gl_FragColor = vec4(rgb, float(1)) * alpha;
|
| + }
|
| + );
|
| +}
|
|
|
| - m_colorLocation = locations[0];
|
| - DCHECK(m_colorLocation != -1);
|
| +FragmentShaderColor::FragmentShaderColor()
|
| + : color_location_(-1) { }
|
| +
|
| +void FragmentShaderColor::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "color",
|
| + };
|
| + int locations[1];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + color_location_ = locations[0];
|
| + DCHECK(color_location_ != -1);
|
| }
|
|
|
| -std::string FragmentShaderColor::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - uniform vec4 color;
|
| - void main()
|
| - {
|
| - gl_FragColor = color;
|
| - }
|
| - );
|
| +std::string FragmentShaderColor::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + uniform vec4 color;
|
| + void main() {
|
| + gl_FragColor = color;
|
| + }
|
| + );
|
| }
|
|
|
| FragmentShaderColorAA::FragmentShaderColorAA()
|
| - : m_edgeLocation(-1)
|
| - , m_colorLocation(-1)
|
| -{
|
| + : edge_location_(-1),
|
| + color_location_(-1) { }
|
| +
|
| +void FragmentShaderColorAA::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "edge",
|
| + "color",
|
| + };
|
| + int locations[2];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + edge_location_ = locations[0];
|
| + color_location_ = locations[1];
|
| + DCHECK(edge_location_ != -1 && color_location_ != -1);
|
| }
|
|
|
| -void FragmentShaderColorAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "edge",
|
| - "color",
|
| - };
|
| - int locations[2];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_edgeLocation = locations[0];
|
| - m_colorLocation = locations[1];
|
| - DCHECK(m_edgeLocation != -1 && m_colorLocation != -1);
|
| +std::string FragmentShaderColorAA::GetShaderString() const {
|
| + return SHADER(
|
| + precision mediump float;
|
| + uniform vec4 color;
|
| + uniform vec3 edge[8];
|
| + void main() {
|
| + vec3 pos = vec3(gl_FragCoord.xy, 1);
|
| + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| + gl_FragColor = color * min(min(a0, a2) * min(a1, a3),
|
| + min(a4, a6) * min(a5, a7));
|
| + }
|
| + );
|
| }
|
|
|
| -std::string FragmentShaderColorAA::getShaderString() const
|
| -{
|
| - return SHADER(
|
| - precision mediump float;
|
| - uniform vec4 color;
|
| - uniform vec3 edge[8];
|
| - void main()
|
| - {
|
| - vec3 pos = vec3(gl_FragCoord.xy, 1);
|
| - float a0 = clamp(dot(edge[0], pos), 0.0, 1.0);
|
| - float a1 = clamp(dot(edge[1], pos), 0.0, 1.0);
|
| - float a2 = clamp(dot(edge[2], pos), 0.0, 1.0);
|
| - float a3 = clamp(dot(edge[3], pos), 0.0, 1.0);
|
| - float a4 = clamp(dot(edge[4], pos), 0.0, 1.0);
|
| - float a5 = clamp(dot(edge[5], pos), 0.0, 1.0);
|
| - float a6 = clamp(dot(edge[6], pos), 0.0, 1.0);
|
| - float a7 = clamp(dot(edge[7], pos), 0.0, 1.0);
|
| - gl_FragColor = color * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7));
|
| - }
|
| - );
|
| +FragmentShaderCheckerboard::FragmentShaderCheckerboard()
|
| + : alpha_location_(-1),
|
| + tex_transform_location_(-1),
|
| + frequency_location_(-1) { }
|
| +
|
| +void FragmentShaderCheckerboard::Init(WebGraphicsContext3D* context,
|
| + unsigned program,
|
| + bool using_bind_uniform,
|
| + int* base_uniform_index) {
|
| + static const char* shader_uniforms[] = {
|
| + "alpha",
|
| + "texTransform",
|
| + "frequency",
|
| + "color",
|
| + };
|
| + int locations[4];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + shader_uniforms,
|
| + arraysize(shader_uniforms),
|
| + arraysize(locations),
|
| + locations,
|
| + using_bind_uniform,
|
| + base_uniform_index);
|
| +
|
| + alpha_location_ = locations[0];
|
| + tex_transform_location_ = locations[1];
|
| + frequency_location_ = locations[2];
|
| + color_location_ = locations[3];
|
| + DCHECK(alpha_location_ != -1 && tex_transform_location_ != -1 &&
|
| + frequency_location_ != -1 && color_location_ != -1);
|
| }
|
|
|
| -FragmentShaderCheckerboard::FragmentShaderCheckerboard()
|
| - : m_alphaLocation(-1)
|
| - , m_texTransformLocation(-1)
|
| - , m_frequencyLocation(-1)
|
| -{
|
| -}
|
| -
|
| -void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
|
| -{
|
| - static const char* shaderUniforms[] = {
|
| - "alpha",
|
| - "texTransform",
|
| - "frequency",
|
| - "color",
|
| - };
|
| - int locations[4];
|
| -
|
| - getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
|
| -
|
| - m_alphaLocation = locations[0];
|
| - m_texTransformLocation = locations[1];
|
| - m_frequencyLocation = locations[2];
|
| - m_colorLocation = locations[3];
|
| - DCHECK(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1 && m_colorLocation != -1);
|
| -}
|
| -
|
| -std::string FragmentShaderCheckerboard::getShaderString() const
|
| -{
|
| - // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
|
| - // by Munshi, Ginsburg, Shreiner.
|
| - return SHADER(
|
| - precision mediump float;
|
| - precision mediump int;
|
| - varying vec2 v_texCoord;
|
| - uniform float alpha;
|
| - uniform float frequency;
|
| - uniform vec4 texTransform;
|
| - uniform vec4 color;
|
| - 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;
|
| - vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
|
| - float picker = abs(coord.x - coord.y);
|
| - gl_FragColor = mix(color1, color2, picker) * alpha;
|
| - }
|
| - );
|
| +std::string FragmentShaderCheckerboard::GetShaderString() const {
|
| + // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
|
| + // by Munshi, Ginsburg, Shreiner.
|
| + return SHADER(
|
| + precision mediump float;
|
| + precision mediump int;
|
| + varying vec2 v_texCoord;
|
| + uniform float alpha;
|
| + uniform float frequency;
|
| + uniform vec4 texTransform;
|
| + uniform vec4 color;
|
| + 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;
|
| + vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
|
| + float picker = abs(coord.x - coord.y);
|
| + gl_FragColor = mix(color1, color2, picker) * alpha;
|
| + }
|
| + );
|
| }
|
|
|
| } // namespace cc
|
|
|