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 |