| Index: cc/output/shader.cc
|
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..883b68353996e3857f0d463fd9d20f07fc6665b3
|
| --- /dev/null
|
| +++ b/cc/output/shader.cc
|
| @@ -0,0 +1,2291 @@
|
| +// 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/output/shader.h"
|
| +
|
| +#include <algorithm>
|
| +
|
| +#include "base/basictypes.h"
|
| +#include "base/logging.h"
|
| +#include "cc/output/gl_renderer.h" // For the GLC() macro.
|
| +#include "gpu/command_buffer/client/gles2_interface.h"
|
| +
|
| +template <size_t size>
|
| +std::string StripLambda(const char(&shader)[size]) {
|
| + // Must contain at least "[]() {}" and trailing null (included in size).
|
| + static_assert(size >= 8,
|
| + "String passed to StripLambda must be at least 8 characters");
|
| + DCHECK_EQ(strncmp("[]() {", shader, 6), 0);
|
| + DCHECK_EQ(shader[size - 2], '}');
|
| + return std::string(shader + 6, shader + size - 2);
|
| +}
|
| +
|
| +// Shaders are passed in with lambda syntax, which tricks clang-format into
|
| +// handling them correctly. StipLambda removes this.
|
| +#define SHADER0(Src) StripLambda(#Src)
|
| +#define VERTEX_SHADER(Head, Body) SetVertexTexCoordPrecision(Head + Body)
|
| +#define FRAGMENT_SHADER(Head, Body) \
|
| + SetFragmentTexCoordPrecision( \
|
| + precision, \
|
| + SetFragmentSamplerType(sampler, SetBlendModeFunctions(Head + Body)))
|
| +
|
| +using gpu::gles2::GLES2Interface;
|
| +
|
| +namespace cc {
|
| +
|
| +namespace {
|
| +
|
| +static void GetProgramUniformLocations(GLES2Interface* context,
|
| + unsigned program,
|
| + size_t count,
|
| + const char** uniforms,
|
| + int* locations,
|
| + int* base_uniform_index) {
|
| + for (size_t i = 0; i < count; i++) {
|
| + locations[i] = (*base_uniform_index)++;
|
| + context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]);
|
| + }
|
| +}
|
| +
|
| +static std::string SetFragmentTexCoordPrecision(
|
| + TexCoordPrecision requested_precision,
|
| + std::string shader_string) {
|
| + switch (requested_precision) {
|
| + case TEX_COORD_PRECISION_HIGH:
|
| + DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos);
|
| + return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
|
| + " #define TexCoordPrecision highp\n"
|
| + "#else\n"
|
| + " #define TexCoordPrecision mediump\n"
|
| + "#endif\n" +
|
| + shader_string;
|
| + case TEX_COORD_PRECISION_MEDIUM:
|
| + DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos);
|
| + return "#define TexCoordPrecision mediump\n" + shader_string;
|
| + case TEX_COORD_PRECISION_NA:
|
| + DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos);
|
| + DCHECK_EQ(shader_string.find("texture2D"), std::string::npos);
|
| + DCHECK_EQ(shader_string.find("texture2DRect"), std::string::npos);
|
| + return shader_string;
|
| + default:
|
| + NOTREACHED();
|
| + break;
|
| + }
|
| + return shader_string;
|
| +}
|
| +
|
| +static std::string SetVertexTexCoordPrecision(
|
| + const std::string& shader_string) {
|
| + // We unconditionally use highp in the vertex shader since
|
| + // we are unlikely to be vertex shader bound when drawing large quads.
|
| + // Also, some vertex shaders mutate the texture coordinate in such a
|
| + // way that the effective precision might be lower than expected.
|
| + return "#define TexCoordPrecision highp\n" + shader_string;
|
| +}
|
| +
|
| +TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
|
| + int* highp_threshold_cache,
|
| + int highp_threshold_min,
|
| + int x,
|
| + int y) {
|
| + if (*highp_threshold_cache == 0) {
|
| + // Initialize range and precision with minimum spec values for when
|
| + // GetShaderPrecisionFormat is a test stub.
|
| + // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat
|
| + // everywhere.
|
| + GLint range[2] = {14, 14};
|
| + GLint precision = 10;
|
| + GLC(context,
|
| + context->GetShaderPrecisionFormat(
|
| + GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT, range, &precision));
|
| + *highp_threshold_cache = 1 << precision;
|
| + }
|
| +
|
| + int highp_threshold = std::max(*highp_threshold_cache, highp_threshold_min);
|
| + if (x > highp_threshold || y > highp_threshold)
|
| + return TEX_COORD_PRECISION_HIGH;
|
| + return TEX_COORD_PRECISION_MEDIUM;
|
| +}
|
| +
|
| +static std::string SetFragmentSamplerType(SamplerType requested_type,
|
| + std::string shader_string) {
|
| + switch (requested_type) {
|
| + case SAMPLER_TYPE_2D:
|
| + DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
|
| + DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
|
| + return "#define SamplerType sampler2D\n"
|
| + "#define TextureLookup texture2D\n" +
|
| + shader_string;
|
| + case SAMPLER_TYPE_2D_RECT:
|
| + DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
|
| + DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
|
| + return "#extension GL_ARB_texture_rectangle : require\n"
|
| + "#define SamplerType sampler2DRect\n"
|
| + "#define TextureLookup texture2DRect\n" +
|
| + shader_string;
|
| + case SAMPLER_TYPE_EXTERNAL_OES:
|
| + DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
|
| + DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
|
| + return "#extension GL_OES_EGL_image_external : require\n"
|
| + "#define SamplerType samplerExternalOES\n"
|
| + "#define TextureLookup texture2D\n" +
|
| + shader_string;
|
| + case SAMPLER_TYPE_NA:
|
| + DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos);
|
| + DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos);
|
| + return shader_string;
|
| + default:
|
| + NOTREACHED();
|
| + break;
|
| + }
|
| + return shader_string;
|
| +}
|
| +
|
| +} // namespace
|
| +
|
| +ShaderLocations::ShaderLocations() {
|
| +}
|
| +
|
| +TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
|
| + int* highp_threshold_cache,
|
| + int highp_threshold_min,
|
| + const gfx::Point& max_coordinate) {
|
| + return TexCoordPrecisionRequired(context,
|
| + highp_threshold_cache,
|
| + highp_threshold_min,
|
| + max_coordinate.x(),
|
| + max_coordinate.y());
|
| +}
|
| +
|
| +TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
|
| + int* highp_threshold_cache,
|
| + int highp_threshold_min,
|
| + const gfx::Size& max_size) {
|
| + return TexCoordPrecisionRequired(context,
|
| + highp_threshold_cache,
|
| + highp_threshold_min,
|
| + max_size.width(),
|
| + max_size.height());
|
| +}
|
| +
|
| +VertexShaderPosTex::VertexShaderPosTex() : matrix_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderPosTex::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| +}
|
| +
|
| +std::string VertexShaderPosTex::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderPosTex::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + attribute vec4 a_position;
|
| + attribute TexCoordPrecision vec2 a_texCoord;
|
| + uniform mat4 matrix;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderPosTex::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + gl_Position = matrix * a_position;
|
| + v_texCoord = a_texCoord;
|
| + }
|
| + });
|
| +}
|
| +
|
| +VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset()
|
| + : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix", "texScale", "texOffset",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| + tex_scale_location_ = locations[1];
|
| + tex_offset_location_ = locations[2];
|
| +}
|
| +
|
| +std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderPosTexYUVStretchOffset::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + attribute vec4 a_position;
|
| + attribute TexCoordPrecision vec2 a_texCoord;
|
| + uniform mat4 matrix;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform TexCoordPrecision vec2 texScale;
|
| + uniform TexCoordPrecision vec2 texOffset;
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderPosTexYUVStretchOffset::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + gl_Position = matrix * a_position;
|
| + v_texCoord = a_texCoord * texScale + texOffset;
|
| + }
|
| + });
|
| +}
|
| +
|
| +VertexShaderPos::VertexShaderPos() : matrix_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderPos::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| +}
|
| +
|
| +std::string VertexShaderPos::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderPos::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + attribute vec4 a_position;
|
| + uniform mat4 matrix;
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderPos::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() { gl_Position = matrix * a_position; }
|
| + });
|
| +}
|
| +
|
| +VertexShaderPosTexTransform::VertexShaderPosTexTransform()
|
| + : matrix_location_(-1),
|
| + tex_transform_location_(-1),
|
| + vertex_opacity_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderPosTexTransform::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix", "texTransform", "opacity",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| + tex_transform_location_ = locations[1];
|
| + vertex_opacity_location_ = locations[2];
|
| +}
|
| +
|
| +std::string VertexShaderPosTexTransform::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderPosTexTransform::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + attribute vec4 a_position;
|
| + attribute TexCoordPrecision vec2 a_texCoord;
|
| + attribute float a_index;
|
| + uniform mat4 matrix[8];
|
| + uniform TexCoordPrecision vec4 texTransform[8];
|
| + uniform float opacity[32];
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying float v_alpha;
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderPosTexTransform::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + int quad_index = int(a_index * 0.25); // NOLINT
|
| + gl_Position = matrix[quad_index] * a_position;
|
| + TexCoordPrecision vec4 texTrans = texTransform[quad_index];
|
| + v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
|
| + v_alpha = opacity[int(a_index)]; // NOLINT
|
| + }
|
| + });
|
| +}
|
| +
|
| +void VertexShaderPosTexTransform::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->matrix = matrix_location();
|
| + locations->tex_transform = tex_transform_location();
|
| +}
|
| +
|
| +std::string VertexShaderPosTexIdentity::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderPosTexIdentity::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + attribute vec4 a_position;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderPosTexIdentity::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + gl_Position = a_position;
|
| + v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
|
| + }
|
| + });
|
| +}
|
| +
|
| +VertexShaderQuad::VertexShaderQuad()
|
| + : matrix_location_(-1), quad_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderQuad::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix", "quad",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| + quad_location_ = locations[1];
|
| +}
|
| +
|
| +std::string VertexShaderQuad::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderQuad::GetShaderHead() {
|
| +#if defined(OS_ANDROID)
|
| + // TODO(epenner): Find the cause of this 'quad' uniform
|
| + // being missing if we don't add dummy variables.
|
| + // http://crbug.com/240602
|
| + return SHADER0([]() {
|
| + attribute TexCoordPrecision vec4 a_position;
|
| + attribute float a_index;
|
| + uniform mat4 matrix;
|
| + uniform TexCoordPrecision vec2 quad[4];
|
| + uniform TexCoordPrecision vec2 dummy_uniform;
|
| + varying TexCoordPrecision vec2 dummy_varying;
|
| + });
|
| +#else
|
| + return SHADER0([]() {
|
| + attribute TexCoordPrecision vec4 a_position;
|
| + attribute float a_index;
|
| + uniform mat4 matrix;
|
| + uniform TexCoordPrecision vec2 quad[4];
|
| + });
|
| +#endif
|
| +}
|
| +
|
| +std::string VertexShaderQuad::GetShaderBody() {
|
| +#if defined(OS_ANDROID)
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec2 pos = quad[int(a_index)]; // NOLINT
|
| + gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
|
| + dummy_varying = dummy_uniform;
|
| + }
|
| + });
|
| +#else
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec2 pos = quad[int(a_index)]; // NOLINT
|
| + gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
|
| + }
|
| + });
|
| +#endif
|
| +}
|
| +
|
| +VertexShaderQuadAA::VertexShaderQuadAA()
|
| + : matrix_location_(-1),
|
| + viewport_location_(-1),
|
| + quad_location_(-1),
|
| + edge_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderQuadAA::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix", "viewport", "quad", "edge",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| + viewport_location_ = locations[1];
|
| + quad_location_ = locations[2];
|
| + edge_location_ = locations[3];
|
| +}
|
| +
|
| +std::string VertexShaderQuadAA::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderQuadAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + attribute TexCoordPrecision vec4 a_position;
|
| + attribute float a_index;
|
| + uniform mat4 matrix;
|
| + uniform vec4 viewport;
|
| + uniform TexCoordPrecision vec2 quad[4];
|
| + uniform TexCoordPrecision vec3 edge[8];
|
| + varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderQuadAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec2 pos = quad[int(a_index)]; // NOLINT
|
| + gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
|
| + vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w);
|
| + vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0);
|
| + edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos),
|
| + dot(edge[2], screen_pos), dot(edge[3], screen_pos)) *
|
| + gl_Position.w;
|
| + edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos),
|
| + dot(edge[6], screen_pos), dot(edge[7], screen_pos)) *
|
| + gl_Position.w;
|
| + }
|
| + });
|
| +}
|
| +
|
| +VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA()
|
| + : matrix_location_(-1),
|
| + viewport_location_(-1),
|
| + quad_location_(-1),
|
| + edge_location_(-1),
|
| + tex_transform_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix", "viewport", "quad", "edge", "texTrans",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| + viewport_location_ = locations[1];
|
| + quad_location_ = locations[2];
|
| + edge_location_ = locations[3];
|
| + tex_transform_location_ = locations[4];
|
| +}
|
| +
|
| +std::string VertexShaderQuadTexTransformAA::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderQuadTexTransformAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + attribute TexCoordPrecision vec4 a_position;
|
| + attribute float a_index;
|
| + uniform mat4 matrix;
|
| + uniform vec4 viewport;
|
| + uniform TexCoordPrecision vec2 quad[4];
|
| + uniform TexCoordPrecision vec3 edge[8];
|
| + uniform TexCoordPrecision vec4 texTrans;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderQuadTexTransformAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec2 pos = quad[int(a_index)]; // NOLINT
|
| + gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
|
| + vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w);
|
| + vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0);
|
| + edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos),
|
| + dot(edge[2], screen_pos), dot(edge[3], screen_pos)) *
|
| + gl_Position.w;
|
| + edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos),
|
| + dot(edge[6], screen_pos), dot(edge[7], screen_pos)) *
|
| + gl_Position.w;
|
| + v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy;
|
| + }
|
| + });
|
| +}
|
| +
|
| +void VertexShaderQuadTexTransformAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->quad = quad_location();
|
| + locations->edge = edge_location();
|
| + locations->viewport = viewport_location();
|
| + locations->matrix = matrix_location();
|
| + locations->tex_transform = tex_transform_location();
|
| +}
|
| +
|
| +
|
| +VertexShaderTile::VertexShaderTile()
|
| + : matrix_location_(-1),
|
| + quad_location_(-1),
|
| + vertex_tex_transform_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderTile::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix", "quad", "vertexTexTransform",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| + quad_location_ = locations[1];
|
| + vertex_tex_transform_location_ = locations[2];
|
| +}
|
| +
|
| +std::string VertexShaderTile::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderTile::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + attribute TexCoordPrecision vec4 a_position;
|
| + attribute TexCoordPrecision vec2 a_texCoord;
|
| + attribute float a_index;
|
| + uniform mat4 matrix;
|
| + uniform TexCoordPrecision vec2 quad[4];
|
| + uniform TexCoordPrecision vec4 vertexTexTransform;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderTile::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec2 pos = quad[int(a_index)]; // NOLINT
|
| + gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
|
| + v_texCoord = a_texCoord * vertexTexTransform.zw + vertexTexTransform.xy;
|
| + }
|
| + });
|
| +}
|
| +
|
| +VertexShaderTileAA::VertexShaderTileAA()
|
| + : matrix_location_(-1),
|
| + viewport_location_(-1),
|
| + quad_location_(-1),
|
| + edge_location_(-1),
|
| + vertex_tex_transform_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderTileAA::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix", "viewport", "quad", "edge", "vertexTexTransform",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| + viewport_location_ = locations[1];
|
| + quad_location_ = locations[2];
|
| + edge_location_ = locations[3];
|
| + vertex_tex_transform_location_ = locations[4];
|
| +}
|
| +
|
| +std::string VertexShaderTileAA::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderTileAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + attribute TexCoordPrecision vec4 a_position;
|
| + attribute float a_index;
|
| + uniform mat4 matrix;
|
| + uniform vec4 viewport;
|
| + uniform TexCoordPrecision vec2 quad[4];
|
| + uniform TexCoordPrecision vec3 edge[8];
|
| + uniform TexCoordPrecision vec4 vertexTexTransform;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderTileAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec2 pos = quad[int(a_index)]; // NOLINT
|
| + gl_Position = matrix * vec4(pos, a_position.z, a_position.w);
|
| + vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w);
|
| + vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0);
|
| + edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos),
|
| + dot(edge[2], screen_pos), dot(edge[3], screen_pos)) *
|
| + gl_Position.w;
|
| + edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos),
|
| + dot(edge[6], screen_pos), dot(edge[7], screen_pos)) *
|
| + gl_Position.w;
|
| + v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
|
| + }
|
| + });
|
| +}
|
| +
|
| +VertexShaderVideoTransform::VertexShaderVideoTransform()
|
| + : matrix_location_(-1), tex_matrix_location_(-1) {
|
| +}
|
| +
|
| +void VertexShaderVideoTransform::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "matrix", "texMatrix",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + matrix_location_ = locations[0];
|
| + tex_matrix_location_ = locations[1];
|
| +}
|
| +
|
| +std::string VertexShaderVideoTransform::GetShaderString() const {
|
| + return VERTEX_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string VertexShaderVideoTransform::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + attribute vec4 a_position;
|
| + attribute TexCoordPrecision vec2 a_texCoord;
|
| + uniform mat4 matrix;
|
| + uniform TexCoordPrecision mat4 texMatrix;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + });
|
| +}
|
| +
|
| +std::string VertexShaderVideoTransform::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + gl_Position = matrix * a_position;
|
| + v_texCoord =
|
| + vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0));
|
| + }
|
| + });
|
| +}
|
| +
|
| +#define BLEND_MODE_UNIFORMS "s_backdropTexture", \
|
| + "s_originalBackdropTexture", \
|
| + "backdropRect"
|
| +#define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0)
|
| +#define BLEND_MODE_SET_LOCATIONS(X, POS) \
|
| + if (has_blend_mode()) { \
|
| + DCHECK_LT(static_cast<size_t>(POS) + 2, arraysize(X)); \
|
| + backdrop_location_ = locations[POS]; \
|
| + original_backdrop_location_ = locations[POS + 1]; \
|
| + backdrop_rect_location_ = locations[POS + 2]; \
|
| + }
|
| +
|
| +FragmentTexBlendMode::FragmentTexBlendMode()
|
| + : backdrop_location_(-1),
|
| + original_backdrop_location_(-1),
|
| + backdrop_rect_location_(-1),
|
| + blend_mode_(BLEND_MODE_NONE),
|
| + mask_for_background_(false) {
|
| +}
|
| +
|
| +std::string FragmentTexBlendMode::SetBlendModeFunctions(
|
| + std::string shader_string) const {
|
| + if (shader_string.find("ApplyBlendMode") == std::string::npos)
|
| + return shader_string;
|
| +
|
| + if (!has_blend_mode()) {
|
| + return "#define ApplyBlendMode(X, Y) (X)\n" + shader_string;
|
| + }
|
| +
|
| + static const std::string kUniforms = SHADER0([]() {
|
| + uniform sampler2D s_backdropTexture;
|
| + uniform sampler2D s_originalBackdropTexture;
|
| + uniform TexCoordPrecision vec4 backdropRect;
|
| + });
|
| +
|
| + std::string mixFunction;
|
| + if (mask_for_background()) {
|
| + mixFunction = SHADER0([]() {
|
| + vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) {
|
| + vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord);
|
| + vec4 original_backdrop =
|
| + texture2D(s_originalBackdropTexture, bgTexCoord);
|
| + return mix(original_backdrop, backdrop, mask);
|
| + }
|
| + });
|
| + } else {
|
| + mixFunction = SHADER0([]() {
|
| + vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) {
|
| + return texture2D(s_backdropTexture, bgTexCoord);
|
| + }
|
| + });
|
| + }
|
| +
|
| + static const std::string kFunctionApplyBlendMode = SHADER0([]() {
|
| + vec4 GetBackdropColor(float mask) {
|
| + TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy;
|
| + bgTexCoord.x /= backdropRect.z;
|
| + bgTexCoord.y /= backdropRect.w;
|
| + return MixBackdrop(bgTexCoord, mask);
|
| + }
|
| +
|
| + vec4 ApplyBlendMode(vec4 src, float mask) {
|
| + vec4 dst = GetBackdropColor(mask);
|
| + return Blend(src, dst);
|
| + }
|
| + });
|
| +
|
| + return "precision mediump float;" + GetHelperFunctions() +
|
| + GetBlendFunction() + kUniforms + mixFunction +
|
| + kFunctionApplyBlendMode + shader_string;
|
| +}
|
| +
|
| +std::string FragmentTexBlendMode::GetHelperFunctions() const {
|
| + static const std::string kFunctionHardLight = SHADER0([]() {
|
| + vec3 hardLight(vec4 src, vec4 dst) {
|
| + vec3 result;
|
| + result.r =
|
| + (2.0 * src.r <= src.a)
|
| + ? (2.0 * src.r * dst.r)
|
| + : (src.a * dst.a - 2.0 * (dst.a - dst.r) * (src.a - src.r));
|
| + result.g =
|
| + (2.0 * src.g <= src.a)
|
| + ? (2.0 * src.g * dst.g)
|
| + : (src.a * dst.a - 2.0 * (dst.a - dst.g) * (src.a - src.g));
|
| + result.b =
|
| + (2.0 * src.b <= src.a)
|
| + ? (2.0 * src.b * dst.b)
|
| + : (src.a * dst.a - 2.0 * (dst.a - dst.b) * (src.a - src.b));
|
| + result.rgb += src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a);
|
| + return result;
|
| + }
|
| + });
|
| +
|
| + static const std::string kFunctionColorDodgeComponent = SHADER0([]() {
|
| + float getColorDodgeComponent(float srcc, float srca, float dstc,
|
| + float dsta) {
|
| + if (0.0 == dstc)
|
| + return srcc * (1.0 - dsta);
|
| + float d = srca - srcc;
|
| + if (0.0 == d)
|
| + return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
|
| + d = min(dsta, dstc * srca / d);
|
| + return d * srca + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
|
| + }
|
| + });
|
| +
|
| + static const std::string kFunctionColorBurnComponent = SHADER0([]() {
|
| + float getColorBurnComponent(float srcc, float srca, float dstc,
|
| + float dsta) {
|
| + if (dsta == dstc)
|
| + return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
|
| + if (0.0 == srcc)
|
| + return dstc * (1.0 - srca);
|
| + float d = max(0.0, dsta - (dsta - dstc) * srca / srcc);
|
| + return srca * d + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
|
| + }
|
| + });
|
| +
|
| + static const std::string kFunctionSoftLightComponentPosDstAlpha =
|
| + SHADER0([]() {
|
| + float getSoftLightComponent(float srcc, float srca, float dstc,
|
| + float dsta) {
|
| + if (2.0 * srcc <= srca) {
|
| + return (dstc * dstc * (srca - 2.0 * srcc)) / dsta +
|
| + (1.0 - dsta) * srcc + dstc * (-srca + 2.0 * srcc + 1.0);
|
| + } else if (4.0 * dstc <= dsta) {
|
| + float DSqd = dstc * dstc;
|
| + float DCub = DSqd * dstc;
|
| + float DaSqd = dsta * dsta;
|
| + float DaCub = DaSqd * dsta;
|
| + return (-DaCub * srcc +
|
| + DaSqd * (srcc - dstc * (3.0 * srca - 6.0 * srcc - 1.0)) +
|
| + 12.0 * dsta * DSqd * (srca - 2.0 * srcc) -
|
| + 16.0 * DCub * (srca - 2.0 * srcc)) /
|
| + DaSqd;
|
| + } else {
|
| + return -sqrt(dsta * dstc) * (srca - 2.0 * srcc) - dsta * srcc +
|
| + dstc * (srca - 2.0 * srcc + 1.0) + srcc;
|
| + }
|
| + }
|
| + });
|
| +
|
| + static const std::string kFunctionLum = SHADER0([]() {
|
| + float luminance(vec3 color) { return dot(vec3(0.3, 0.59, 0.11), color); }
|
| +
|
| + vec3 set_luminance(vec3 hueSat, float alpha, vec3 lumColor) {
|
| + float diff = luminance(lumColor - hueSat);
|
| + vec3 outColor = hueSat + diff;
|
| + float outLum = luminance(outColor);
|
| + float minComp = min(min(outColor.r, outColor.g), outColor.b);
|
| + float maxComp = max(max(outColor.r, outColor.g), outColor.b);
|
| + if (minComp < 0.0 && outLum != minComp) {
|
| + outColor = outLum +
|
| + ((outColor - vec3(outLum, outLum, outLum)) * outLum) /
|
| + (outLum - minComp);
|
| + }
|
| + if (maxComp > alpha && maxComp != outLum) {
|
| + outColor =
|
| + outLum +
|
| + ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) /
|
| + (maxComp - outLum);
|
| + }
|
| + return outColor;
|
| + }
|
| + });
|
| +
|
| + static const std::string kFunctionSat = SHADER0([]() {
|
| + float saturation(vec3 color) {
|
| + return max(max(color.r, color.g), color.b) -
|
| + min(min(color.r, color.g), color.b);
|
| + }
|
| +
|
| + vec3 set_saturation_helper(float minComp, float midComp, float maxComp,
|
| + float sat) {
|
| + if (minComp < maxComp) {
|
| + vec3 result;
|
| + result.r = 0.0;
|
| + result.g = sat * (midComp - minComp) / (maxComp - minComp);
|
| + result.b = sat;
|
| + return result;
|
| + } else {
|
| + return vec3(0, 0, 0);
|
| + }
|
| + }
|
| +
|
| + vec3 set_saturation(vec3 hueLumColor, vec3 satColor) {
|
| + float sat = saturation(satColor);
|
| + if (hueLumColor.r <= hueLumColor.g) {
|
| + if (hueLumColor.g <= hueLumColor.b) {
|
| + hueLumColor.rgb = set_saturation_helper(hueLumColor.r, hueLumColor.g,
|
| + hueLumColor.b, sat);
|
| + } else if (hueLumColor.r <= hueLumColor.b) {
|
| + hueLumColor.rbg = set_saturation_helper(hueLumColor.r, hueLumColor.b,
|
| + hueLumColor.g, sat);
|
| + } else {
|
| + hueLumColor.brg = set_saturation_helper(hueLumColor.b, hueLumColor.r,
|
| + hueLumColor.g, sat);
|
| + }
|
| + } else if (hueLumColor.r <= hueLumColor.b) {
|
| + hueLumColor.grb = set_saturation_helper(hueLumColor.g, hueLumColor.r,
|
| + hueLumColor.b, sat);
|
| + } else if (hueLumColor.g <= hueLumColor.b) {
|
| + hueLumColor.gbr = set_saturation_helper(hueLumColor.g, hueLumColor.b,
|
| + hueLumColor.r, sat);
|
| + } else {
|
| + hueLumColor.bgr = set_saturation_helper(hueLumColor.b, hueLumColor.g,
|
| + hueLumColor.r, sat);
|
| + }
|
| + return hueLumColor;
|
| + }
|
| + });
|
| +
|
| + switch (blend_mode_) {
|
| + case BLEND_MODE_OVERLAY:
|
| + case BLEND_MODE_HARD_LIGHT:
|
| + return kFunctionHardLight;
|
| + case BLEND_MODE_COLOR_DODGE:
|
| + return kFunctionColorDodgeComponent;
|
| + case BLEND_MODE_COLOR_BURN:
|
| + return kFunctionColorBurnComponent;
|
| + case BLEND_MODE_SOFT_LIGHT:
|
| + return kFunctionSoftLightComponentPosDstAlpha;
|
| + case BLEND_MODE_HUE:
|
| + case BLEND_MODE_SATURATION:
|
| + return kFunctionLum + kFunctionSat;
|
| + case BLEND_MODE_COLOR:
|
| + case BLEND_MODE_LUMINOSITY:
|
| + return kFunctionLum;
|
| + default:
|
| + return std::string();
|
| + }
|
| +}
|
| +
|
| +std::string FragmentTexBlendMode::GetBlendFunction() const {
|
| + return "vec4 Blend(vec4 src, vec4 dst) {"
|
| + " vec4 result;"
|
| + " result.a = src.a + (1.0 - src.a) * dst.a;" +
|
| + GetBlendFunctionBodyForRGB() +
|
| + " return result;"
|
| + "}";
|
| +}
|
| +
|
| +std::string FragmentTexBlendMode::GetBlendFunctionBodyForRGB() const {
|
| + switch (blend_mode_) {
|
| + case BLEND_MODE_NORMAL:
|
| + return "result.rgb = src.rgb + dst.rgb * (1.0 - src.a);";
|
| + case BLEND_MODE_SCREEN:
|
| + return "result.rgb = src.rgb + (1.0 - src.rgb) * dst.rgb;";
|
| + case BLEND_MODE_LIGHTEN:
|
| + return "result.rgb = max((1.0 - src.a) * dst.rgb + src.rgb,"
|
| + " (1.0 - dst.a) * src.rgb + dst.rgb);";
|
| + case BLEND_MODE_OVERLAY:
|
| + return "result.rgb = hardLight(dst, src);";
|
| + case BLEND_MODE_DARKEN:
|
| + return "result.rgb = min((1.0 - src.a) * dst.rgb + src.rgb,"
|
| + " (1.0 - dst.a) * src.rgb + dst.rgb);";
|
| + case BLEND_MODE_COLOR_DODGE:
|
| + return "result.r = getColorDodgeComponent(src.r, src.a, dst.r, dst.a);"
|
| + "result.g = getColorDodgeComponent(src.g, src.a, dst.g, dst.a);"
|
| + "result.b = getColorDodgeComponent(src.b, src.a, dst.b, dst.a);";
|
| + case BLEND_MODE_COLOR_BURN:
|
| + return "result.r = getColorBurnComponent(src.r, src.a, dst.r, dst.a);"
|
| + "result.g = getColorBurnComponent(src.g, src.a, dst.g, dst.a);"
|
| + "result.b = getColorBurnComponent(src.b, src.a, dst.b, dst.a);";
|
| + case BLEND_MODE_HARD_LIGHT:
|
| + return "result.rgb = hardLight(src, dst);";
|
| + case BLEND_MODE_SOFT_LIGHT:
|
| + return "if (0.0 == dst.a) {"
|
| + " result.rgb = src.rgb;"
|
| + "} else {"
|
| + " result.r = getSoftLightComponent(src.r, src.a, dst.r, dst.a);"
|
| + " result.g = getSoftLightComponent(src.g, src.a, dst.g, dst.a);"
|
| + " result.b = getSoftLightComponent(src.b, src.a, dst.b, dst.a);"
|
| + "}";
|
| + case BLEND_MODE_DIFFERENCE:
|
| + return "result.rgb = src.rgb + dst.rgb -"
|
| + " 2.0 * min(src.rgb * dst.a, dst.rgb * src.a);";
|
| + case BLEND_MODE_EXCLUSION:
|
| + return "result.rgb = dst.rgb + src.rgb - 2.0 * dst.rgb * src.rgb;";
|
| + case BLEND_MODE_MULTIPLY:
|
| + return "result.rgb = (1.0 - src.a) * dst.rgb +"
|
| + " (1.0 - dst.a) * src.rgb + src.rgb * dst.rgb;";
|
| + case BLEND_MODE_HUE:
|
| + return "vec4 dstSrcAlpha = dst * src.a;"
|
| + "result.rgb ="
|
| + " set_luminance(set_saturation(src.rgb * dst.a,"
|
| + " dstSrcAlpha.rgb),"
|
| + " dstSrcAlpha.a,"
|
| + " dstSrcAlpha.rgb);"
|
| + "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
|
| + case BLEND_MODE_SATURATION:
|
| + return "vec4 dstSrcAlpha = dst * src.a;"
|
| + "result.rgb = set_luminance(set_saturation(dstSrcAlpha.rgb,"
|
| + " src.rgb * dst.a),"
|
| + " dstSrcAlpha.a,"
|
| + " dstSrcAlpha.rgb);"
|
| + "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
|
| + case BLEND_MODE_COLOR:
|
| + return "vec4 srcDstAlpha = src * dst.a;"
|
| + "result.rgb = set_luminance(srcDstAlpha.rgb,"
|
| + " srcDstAlpha.a,"
|
| + " dst.rgb * src.a);"
|
| + "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
|
| + case BLEND_MODE_LUMINOSITY:
|
| + return "vec4 srcDstAlpha = src * dst.a;"
|
| + "result.rgb = set_luminance(dst.rgb * src.a,"
|
| + " srcDstAlpha.a,"
|
| + " srcDstAlpha.rgb);"
|
| + "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
|
| + case BLEND_MODE_NONE:
|
| + NOTREACHED();
|
| + }
|
| + return "result = vec4(1.0, 0.0, 0.0, 1.0);";
|
| +}
|
| +
|
| +FragmentTexAlphaBinding::FragmentTexAlphaBinding()
|
| + : sampler_location_(-1), alpha_location_(-1) {
|
| +}
|
| +
|
| +void FragmentTexAlphaBinding::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture", "alpha", BLEND_MODE_UNIFORMS,
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + sampler_location_ = locations[0];
|
| + alpha_location_ = locations[1];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 2);
|
| +}
|
| +
|
| +FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding()
|
| + : sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + color_matrix_location_(-1),
|
| + color_offset_location_(-1) {
|
| +}
|
| +
|
| +void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS,
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + sampler_location_ = locations[0];
|
| + alpha_location_ = locations[1];
|
| + color_matrix_location_ = locations[2];
|
| + color_offset_location_ = locations[3];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 4);
|
| +}
|
| +
|
| +FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) {
|
| +}
|
| +
|
| +void FragmentTexOpaqueBinding::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + sampler_location_ = locations[0];
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlpha::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlpha::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform SamplerType s_texture;
|
| + uniform float alpha;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlpha::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0);
|
| + }
|
| + });
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlpha::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->sampler = sampler_location();
|
| + locations->alpha = alpha_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform SamplerType s_texture;
|
| + uniform float alpha;
|
| + uniform mat4 colorMatrix;
|
| + uniform vec4 colorOffset;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + float nonZeroAlpha = max(texColor.a, 0.00001);
|
| + texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
|
| + texColor = colorMatrix * texColor + colorOffset;
|
| + texColor.rgb *= texColor.a;
|
| + texColor = clamp(texColor, 0.0, 1.0);
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0);
|
| + }
|
| + });
|
| +}
|
| +
|
| +void FragmentShaderRGBATexColorMatrixAlpha::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->sampler = sampler_location();
|
| + locations->alpha = alpha_location();
|
| + locations->color_matrix = color_matrix_location();
|
| + locations->color_offset = color_offset_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying float v_alpha;
|
| + uniform SamplerType s_texture;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexVaryingAlpha::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + gl_FragColor = texColor * v_alpha;
|
| + }
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying float v_alpha;
|
| + uniform SamplerType s_texture;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + texColor.rgb *= texColor.a;
|
| + gl_FragColor = texColor * v_alpha;
|
| + }
|
| + });
|
| +}
|
| +
|
| +FragmentTexBackgroundBinding::FragmentTexBackgroundBinding()
|
| + : background_color_location_(-1), sampler_location_(-1) {
|
| +}
|
| +
|
| +void FragmentTexBackgroundBinding::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture", "background_color",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| +
|
| + sampler_location_ = locations[0];
|
| + DCHECK_NE(sampler_location_, -1);
|
| +
|
| + background_color_location_ = locations[1];
|
| + DCHECK_NE(background_color_location_, -1);
|
| +}
|
| +
|
| +std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying float v_alpha;
|
| + uniform vec4 background_color;
|
| + uniform SamplerType s_texture;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + texColor += background_color * (1.0 - texColor.a);
|
| + gl_FragColor = texColor * v_alpha;
|
| + }
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying float v_alpha;
|
| + uniform vec4 background_color;
|
| + uniform SamplerType s_texture;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + texColor.rgb *= texColor.a;
|
| + texColor += background_color * (1.0 - texColor.a);
|
| + gl_FragColor = texColor * v_alpha;
|
| + }
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexOpaque::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexOpaque::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform SamplerType s_texture;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexOpaque::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + gl_FragColor = vec4(texColor.rgb, 1.0);
|
| + }
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATex::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform SamplerType s_texture;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATex::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); }
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform SamplerType s_texture;
|
| + uniform float alpha;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + gl_FragColor =
|
| + vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha;
|
| + }
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform SamplerType s_texture;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0);
|
| + }
|
| + });
|
| +}
|
| +
|
| +FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
|
| + : sampler_location_(-1), alpha_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture", "alpha", BLEND_MODE_UNIFORMS,
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + sampler_location_ = locations[0];
|
| + alpha_location_ = locations[1];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 2);
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + uniform SamplerType s_texture;
|
| + uniform float alpha;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + vec4 d4 = min(edge_dist[0], edge_dist[1]);
|
| + vec2 d2 = min(d4.xz, d4.yw);
|
| + float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0);
|
| + }
|
| + });
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->sampler = sampler_location();
|
| + locations->alpha = alpha_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| +}
|
| +
|
| +FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
|
| + : sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + fragment_tex_transform_location_(-1) {
|
| +}
|
| +
|
| +void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture", "alpha", "fragmentTexTransform",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + sampler_location_ = locations[0];
|
| + alpha_location_ = locations[1];
|
| + fragment_tex_transform_location_ = locations[2];
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexClampAlphaAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + uniform SamplerType s_texture;
|
| + uniform float alpha;
|
| + uniform TexCoordPrecision vec4 fragmentTexTransform;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexClampAlphaAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + TexCoordPrecision vec2 texCoord =
|
| + clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
|
| + fragmentTexTransform.xy;
|
| + vec4 texColor = TextureLookup(s_texture, texCoord);
|
| + vec4 d4 = min(edge_dist[0], edge_dist[1]);
|
| + vec2 d2 = min(d4.xz, d4.yw);
|
| + float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
|
| + gl_FragColor = texColor * alpha * aa;
|
| + }
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + uniform SamplerType s_texture;
|
| + uniform float alpha;
|
| + uniform TexCoordPrecision vec4 fragmentTexTransform;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + TexCoordPrecision vec2 texCoord =
|
| + clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
|
| + fragmentTexTransform.xy;
|
| + vec4 texColor = TextureLookup(s_texture, texCoord);
|
| + vec4 d4 = min(edge_dist[0], edge_dist[1]);
|
| + vec2 d2 = min(d4.xz, d4.yw);
|
| + float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
|
| + gl_FragColor =
|
| + vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * aa;
|
| + }
|
| + });
|
| +}
|
| +
|
| +FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
|
| + : sampler_location_(-1),
|
| + mask_sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + mask_tex_coord_scale_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture",
|
| + "s_mask",
|
| + "alpha",
|
| + "maskTexCoordScale",
|
| + "maskTexCoordOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| + uniforms,
|
| + locations,
|
| + 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];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 5);
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + uniform SamplerType s_mask;
|
| + uniform TexCoordPrecision vec2 maskTexCoordScale;
|
| + uniform TexCoordPrecision vec2 maskTexCoordOffset;
|
| + uniform float alpha;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMask::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + TexCoordPrecision vec2 maskTexCoord =
|
| + vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
|
| + maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| + vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
|
| + gl_FragColor = ApplyBlendMode(
|
| + texColor * alpha * maskColor.w, maskColor.w);
|
| + }
|
| + });
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMask::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->sampler = sampler_location();
|
| + locations->mask_sampler = mask_sampler_location();
|
| + locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
|
| + locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
|
| + locations->alpha = alpha_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| + if (mask_for_background())
|
| + locations->original_backdrop = original_backdrop_location();
|
| +}
|
| +
|
| +FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
|
| + : sampler_location_(-1),
|
| + mask_sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + mask_tex_coord_scale_location_(-1),
|
| + mask_tex_coord_offset_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture",
|
| + "s_mask",
|
| + "alpha",
|
| + "maskTexCoordScale",
|
| + "maskTexCoordOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| + uniforms,
|
| + locations,
|
| + 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];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 5);
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + uniform sampler2D s_texture;
|
| + uniform SamplerType s_mask;
|
| + uniform TexCoordPrecision vec2 maskTexCoordScale;
|
| + uniform TexCoordPrecision vec2 maskTexCoordOffset;
|
| + uniform float alpha;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + TexCoordPrecision vec2 maskTexCoord =
|
| + vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
|
| + maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| + vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
|
| + vec4 d4 = min(edge_dist[0], edge_dist[1]);
|
| + vec2 d2 = min(d4.xz, d4.yw);
|
| + float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
|
| + gl_FragColor = ApplyBlendMode(
|
| + texColor * alpha * maskColor.w * aa, maskColor.w);
|
| + }
|
| + });
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->sampler = sampler_location();
|
| + locations->mask_sampler = mask_sampler_location();
|
| + locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
|
| + locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
|
| + locations->alpha = alpha_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| + if (mask_for_background())
|
| + locations->original_backdrop = original_backdrop_location();
|
| +}
|
| +
|
| +FragmentShaderRGBATexAlphaMaskColorMatrixAA::
|
| + FragmentShaderRGBATexAlphaMaskColorMatrixAA()
|
| + : sampler_location_(-1),
|
| + mask_sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + mask_tex_coord_scale_location_(-1),
|
| + color_matrix_location_(-1),
|
| + color_offset_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
|
| + GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture",
|
| + "s_mask",
|
| + "alpha",
|
| + "maskTexCoordScale",
|
| + "maskTexCoordOffset",
|
| + "colorMatrix",
|
| + "colorOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| + uniforms,
|
| + locations,
|
| + 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];
|
| + color_matrix_location_ = locations[5];
|
| + color_offset_location_ = locations[6];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 7);
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + uniform sampler2D s_texture;
|
| + uniform SamplerType s_mask;
|
| + uniform vec2 maskTexCoordScale;
|
| + uniform vec2 maskTexCoordOffset;
|
| + uniform mat4 colorMatrix;
|
| + uniform vec4 colorOffset;
|
| + uniform float alpha;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + float nonZeroAlpha = max(texColor.a, 0.00001);
|
| + texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
|
| + texColor = colorMatrix * texColor + colorOffset;
|
| + texColor.rgb *= texColor.a;
|
| + texColor = clamp(texColor, 0.0, 1.0);
|
| + TexCoordPrecision vec2 maskTexCoord =
|
| + vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
|
| + maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| + vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
|
| + vec4 d4 = min(edge_dist[0], edge_dist[1]);
|
| + vec2 d2 = min(d4.xz, d4.yw);
|
| + float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
|
| + gl_FragColor = ApplyBlendMode(
|
| + texColor * alpha * maskColor.w * aa, maskColor.w);
|
| + }
|
| + });
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->sampler = sampler_location();
|
| + locations->alpha = alpha_location();
|
| + locations->mask_sampler = mask_sampler_location();
|
| + locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
|
| + locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
|
| + locations->color_matrix = color_matrix_location();
|
| + locations->color_offset = color_offset_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| + if (mask_for_background())
|
| + locations->original_backdrop = original_backdrop_location();
|
| +}
|
| +
|
| +FragmentShaderRGBATexAlphaColorMatrixAA::
|
| + FragmentShaderRGBATexAlphaColorMatrixAA()
|
| + : sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + color_matrix_location_(-1),
|
| + color_offset_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS,
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + sampler_location_ = locations[0];
|
| + alpha_location_ = locations[1];
|
| + color_matrix_location_ = locations[2];
|
| + color_offset_location_ = locations[3];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 4);
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + uniform SamplerType s_texture;
|
| + uniform float alpha;
|
| + uniform mat4 colorMatrix;
|
| + uniform vec4 colorOffset;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| + float nonZeroAlpha = max(texColor.a, 0.00001);
|
| + texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
|
| + texColor = colorMatrix * texColor + colorOffset;
|
| + texColor.rgb *= texColor.a;
|
| + texColor = clamp(texColor, 0.0, 1.0);
|
| + vec4 d4 = min(edge_dist[0], edge_dist[1]);
|
| + vec2 d2 = min(d4.xz, d4.yw);
|
| + float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0);
|
| + }
|
| + });
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaColorMatrixAA::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->sampler = sampler_location();
|
| + locations->alpha = alpha_location();
|
| + locations->color_matrix = color_matrix_location();
|
| + locations->color_offset = color_offset_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| +}
|
| +
|
| +FragmentShaderRGBATexAlphaMaskColorMatrix::
|
| + FragmentShaderRGBATexAlphaMaskColorMatrix()
|
| + : sampler_location_(-1),
|
| + mask_sampler_location_(-1),
|
| + alpha_location_(-1),
|
| + mask_tex_coord_scale_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "s_texture",
|
| + "s_mask",
|
| + "alpha",
|
| + "maskTexCoordScale",
|
| + "maskTexCoordOffset",
|
| + "colorMatrix",
|
| + "colorOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| + uniforms,
|
| + locations,
|
| + 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];
|
| + color_matrix_location_ = locations[5];
|
| + color_offset_location_ = locations[6];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 7);
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform sampler2D s_texture;
|
| + uniform SamplerType s_mask;
|
| + uniform vec2 maskTexCoordScale;
|
| + uniform vec2 maskTexCoordOffset;
|
| + uniform mat4 colorMatrix;
|
| + uniform vec4 colorOffset;
|
| + uniform float alpha;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 texColor = texture2D(s_texture, v_texCoord);
|
| + float nonZeroAlpha = max(texColor.a, 0.00001);
|
| + texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
|
| + texColor = colorMatrix * texColor + colorOffset;
|
| + texColor.rgb *= texColor.a;
|
| + texColor = clamp(texColor, 0.0, 1.0);
|
| + TexCoordPrecision vec2 maskTexCoord =
|
| + vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
|
| + maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
|
| + vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
|
| + gl_FragColor = ApplyBlendMode(
|
| + texColor * alpha * maskColor.w, maskColor.w);
|
| + }
|
| + });
|
| +}
|
| +
|
| +void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations(
|
| + ShaderLocations* locations) const {
|
| + locations->sampler = sampler_location();
|
| + locations->mask_sampler = mask_sampler_location();
|
| + locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
|
| + locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
|
| + locations->alpha = alpha_location();
|
| + locations->color_matrix = color_matrix_location();
|
| + locations->color_offset = color_offset_location();
|
| + locations->backdrop = backdrop_location();
|
| + locations->backdrop_rect = backdrop_rect_location();
|
| + if (mask_for_background())
|
| + locations->original_backdrop = original_backdrop_location();
|
| +}
|
| +
|
| +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),
|
| + clamp_rect_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderYUVVideo::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {"y_texture",
|
| + "u_texture",
|
| + "v_texture",
|
| + "alpha",
|
| + "yuv_matrix",
|
| + "yuv_adj",
|
| + "clamp_rect"};
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + 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];
|
| + clamp_rect_location_ = locations[6];
|
| +}
|
| +
|
| +std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderYUVVideo::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + precision mediump int;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform SamplerType y_texture;
|
| + uniform SamplerType u_texture;
|
| + uniform SamplerType v_texture;
|
| + uniform float alpha;
|
| + uniform vec3 yuv_adj;
|
| + uniform mat3 yuv_matrix;
|
| + uniform vec4 clamp_rect;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderYUVVideo::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord));
|
| + float y_raw = TextureLookup(y_texture, clamped).x;
|
| + float u_unsigned = TextureLookup(u_texture, clamped).x;
|
| + float v_unsigned = TextureLookup(v_texture, clamped).x;
|
| + vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
|
| + vec3 rgb = yuv_matrix * yuv;
|
| + gl_FragColor = vec4(rgb, 1.0) * alpha;
|
| + }
|
| + });
|
| +}
|
| +
|
| +FragmentShaderYUVAVideo::FragmentShaderYUVAVideo()
|
| + : y_texture_location_(-1),
|
| + u_texture_location_(-1),
|
| + v_texture_location_(-1),
|
| + a_texture_location_(-1),
|
| + alpha_location_(-1),
|
| + yuv_matrix_location_(-1),
|
| + yuv_adj_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderYUVAVideo::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "y_texture",
|
| + "u_texture",
|
| + "v_texture",
|
| + "a_texture",
|
| + "alpha",
|
| + "cc_matrix",
|
| + "yuv_adj",
|
| + "clamp_rect",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + y_texture_location_ = locations[0];
|
| + u_texture_location_ = locations[1];
|
| + v_texture_location_ = locations[2];
|
| + a_texture_location_ = locations[3];
|
| + alpha_location_ = locations[4];
|
| + yuv_matrix_location_ = locations[5];
|
| + yuv_adj_location_ = locations[6];
|
| + clamp_rect_location_ = locations[7];
|
| +}
|
| +
|
| +std::string FragmentShaderYUVAVideo::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderYUVAVideo::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + precision mediump int;
|
| + varying TexCoordPrecision vec2 v_texCoord;
|
| + uniform SamplerType y_texture;
|
| + uniform SamplerType u_texture;
|
| + uniform SamplerType v_texture;
|
| + uniform SamplerType a_texture;
|
| + uniform float alpha;
|
| + uniform vec3 yuv_adj;
|
| + uniform mat3 yuv_matrix;
|
| + uniform vec4 clamp_rect;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderYUVAVideo::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord));
|
| + float y_raw = TextureLookup(y_texture, clamped).x;
|
| + float u_unsigned = TextureLookup(u_texture, clamped).x;
|
| + float v_unsigned = TextureLookup(v_texture, clamped).x;
|
| + float a_raw = TextureLookup(a_texture, clamped).x;
|
| + vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
|
| + vec3 rgb = yuv_matrix * yuv;
|
| + gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw);
|
| + }
|
| + });
|
| +}
|
| +
|
| +FragmentShaderColor::FragmentShaderColor() : color_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderColor::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "color",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + color_location_ = locations[0];
|
| +}
|
| +
|
| +std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderColor::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + uniform vec4 color;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderColor::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() { gl_FragColor = color; }
|
| + });
|
| +}
|
| +
|
| +FragmentShaderColorAA::FragmentShaderColorAA() : color_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderColorAA::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "color",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + color_location_ = locations[0];
|
| +}
|
| +
|
| +std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderColorAA::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + uniform vec4 color;
|
| + varying vec4 edge_dist[2]; // 8 edge distances.
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderColorAA::GetShaderBody() {
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 d4 = min(edge_dist[0], edge_dist[1]);
|
| + vec2 d2 = min(d4.xz, d4.yw);
|
| + float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
|
| + gl_FragColor = color * aa;
|
| + }
|
| + });
|
| +}
|
| +
|
| +FragmentShaderCheckerboard::FragmentShaderCheckerboard()
|
| + : alpha_location_(-1),
|
| + tex_transform_location_(-1),
|
| + frequency_location_(-1) {
|
| +}
|
| +
|
| +void FragmentShaderCheckerboard::Init(GLES2Interface* context,
|
| + unsigned program,
|
| + int* base_uniform_index) {
|
| + static const char* uniforms[] = {
|
| + "alpha", "texTransform", "frequency", "color",
|
| + };
|
| + int locations[arraysize(uniforms)];
|
| +
|
| + GetProgramUniformLocations(context,
|
| + program,
|
| + arraysize(uniforms),
|
| + uniforms,
|
| + locations,
|
| + base_uniform_index);
|
| + alpha_location_ = locations[0];
|
| + tex_transform_location_ = locations[1];
|
| + frequency_location_ = locations[2];
|
| + color_location_ = locations[3];
|
| +}
|
| +
|
| +std::string FragmentShaderCheckerboard::GetShaderString(
|
| + TexCoordPrecision precision,
|
| + SamplerType sampler) const {
|
| + return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
|
| +}
|
| +
|
| +std::string FragmentShaderCheckerboard::GetShaderHead() {
|
| + return SHADER0([]() {
|
| + precision mediump float;
|
| + precision mediump int;
|
| + varying vec2 v_texCoord;
|
| + uniform float alpha;
|
| + uniform float frequency;
|
| + uniform vec4 texTransform;
|
| + uniform vec4 color;
|
| + });
|
| +}
|
| +
|
| +std::string FragmentShaderCheckerboard::GetShaderBody() {
|
| + // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
|
| + // by Munshi, Ginsburg, Shreiner.
|
| + return SHADER0([]() {
|
| + void main() {
|
| + vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0);
|
| + vec4 color2 = color;
|
| + vec2 texCoord =
|
| + clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy;
|
| + vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
|
| + float picker = abs(coord.x - coord.y); // NOLINT
|
| + gl_FragColor = mix(color1, color2, picker) * alpha;
|
| + }
|
| + });
|
| +}
|
| +
|
| +} // namespace cc
|
|
|