Index: cc/shader.cc |
diff --git a/cc/shader.cc b/cc/shader.cc |
deleted file mode 100644 |
index eaf4b56b88332cb03a7ea6ccf8ba3bf48493b9ef..0000000000000000000000000000000000000000 |
--- a/cc/shader.cc |
+++ /dev/null |
@@ -1,938 +0,0 @@ |
-// Copyright 2011 The Chromium Authors. All rights reserved. |
-// Use of this source code is governed by a BSD-style license that can be |
-// found in the LICENSE file. |
- |
-#include "cc/shader.h" |
- |
-#include "base/basictypes.h" |
-#include "base/logging.h" |
-#include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h" |
- |
-#define SHADER0(Src) #Src |
-#define SHADER(Src) SHADER0(Src) |
- |
-using WebKit::WebGraphicsContext3D; |
- |
-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]); |
- } |
-} |
- |
-} |
- |
-VertexShaderPosTex::VertexShaderPosTex() |
- : m_matrixLocation(-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; |
- } |
- ); |
-} |
- |
-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); |
-} |
- |
-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) |
-{ |
-} |
- |
-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); |
- |
- m_matrixLocation = locations[0]; |
- DCHECK(m_matrixLocation != -1); |
-} |
- |
-std::string VertexShaderPos::getShaderString() const |
-{ |
- return SHADER( |
- attribute vec4 a_position; |
- uniform mat4 matrix; |
- void main() |
- { |
- gl_Position = matrix * a_position; |
- } |
- ); |
-} |
- |
-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 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) |
-{ |
- static const char* shaderUniforms[] = { |
- "matrix", |
- "point", |
- "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[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[0]; |
- pos.xy += (a_texCoord.x * complement.y) * point[1]; |
- pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; |
- pos.xy += (complement.x * a_texCoord.y) * point[3]; |
- gl_Position = matrix * pos; |
- v_texCoord = (pos.xy + vec2(0.5)) * texScale; |
- } |
- ); |
-} |
- |
-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", |
- "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[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[0]; |
- pos.xy += (a_texCoord.x * complement.y) * point[1]; |
- pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; |
- pos.xy += (complement.x * a_texCoord.y) * point[3]; |
- gl_Position = matrix * pos; |
- v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
- } |
- ); |
-} |
- |
-VertexShaderVideoTransform::VertexShaderVideoTransform() |
- : m_matrixLocation(-1) |
- , m_texMatrixLocation(-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 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)); |
- } |
- ); |
-} |
- |
-FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
- : m_samplerLocation(-1) |
- , m_alphaLocation(-1) |
-{ |
-} |
- |
-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); |
-} |
- |
-FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() |
- : m_samplerLocation(-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 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" |
- "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 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 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 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 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); |
- } |
- ); |
-} |
- |
-FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
- : m_samplerLocation(-1) |
- , m_alphaLocation(-1) |
- , m_edgeLocation(-1) |
-{ |
-} |
- |
-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); |
-} |
- |
-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)); |
- } |
- ); |
-} |
- |
-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; |
- } |
- ); |
-} |
- |
-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)); |
- } |
- ); |
-} |
- |
-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; |
- } |
- ); |
-} |
- |
-FragmentShaderColor::FragmentShaderColor() |
- : m_colorLocation(-1) |
-{ |
-} |
- |
-void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
-{ |
- static const char* shaderUniforms[] = { |
- "color", |
- }; |
- int locations[1]; |
- |
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); |
- |
- m_colorLocation = locations[0]; |
- DCHECK(m_colorLocation != -1); |
-} |
- |
-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) |
-{ |
-} |
- |
-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)); |
- } |
- ); |
-} |
- |
-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; |
- } |
- ); |
-} |
- |
-} // namespace cc |