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1 // Copyright 2011 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #include "cc/output/shader.h" | |
6 | |
7 #include <algorithm> | |
8 | |
9 #include "base/basictypes.h" | |
10 #include "base/logging.h" | |
11 #include "cc/output/gl_renderer.h" // For the GLC() macro. | |
12 #include "gpu/command_buffer/client/gles2_interface.h" | |
13 | |
14 template <size_t size> | |
15 std::string StripLambda(const char(&shader)[size]) { | |
16 // Must contain at least "[]() {}" and trailing null (included in size). | |
17 static_assert(size >= 8, | |
18 "String passed to StripLambda must be at least 8 characters"); | |
19 DCHECK_EQ(strncmp("[]() {", shader, 6), 0); | |
20 DCHECK_EQ(shader[size - 2], '}'); | |
21 return std::string(shader + 6, shader + size - 2); | |
22 } | |
23 | |
24 // Shaders are passed in with lambda syntax, which tricks clang-format into | |
25 // handling them correctly. StipLambda removes this. | |
26 #define SHADER0(Src) StripLambda(#Src) | |
27 #define VERTEX_SHADER(Head, Body) SetVertexTexCoordPrecision(Head + Body) | |
28 #define FRAGMENT_SHADER(Head, Body) \ | |
29 SetFragmentTexCoordPrecision( \ | |
30 precision, \ | |
31 SetFragmentSamplerType(sampler, SetBlendModeFunctions(Head + Body))) | |
32 | |
33 using gpu::gles2::GLES2Interface; | |
34 | |
35 namespace cc { | |
36 | |
37 namespace { | |
38 | |
39 static void GetProgramUniformLocations(GLES2Interface* context, | |
40 unsigned program, | |
41 size_t count, | |
42 const char** uniforms, | |
43 int* locations, | |
44 int* base_uniform_index) { | |
45 for (size_t i = 0; i < count; i++) { | |
46 locations[i] = (*base_uniform_index)++; | |
47 context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]); | |
48 } | |
49 } | |
50 | |
51 static std::string SetFragmentTexCoordPrecision( | |
52 TexCoordPrecision requested_precision, | |
53 std::string shader_string) { | |
54 switch (requested_precision) { | |
55 case TEX_COORD_PRECISION_HIGH: | |
56 DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); | |
57 return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" | |
58 " #define TexCoordPrecision highp\n" | |
59 "#else\n" | |
60 " #define TexCoordPrecision mediump\n" | |
61 "#endif\n" + | |
62 shader_string; | |
63 case TEX_COORD_PRECISION_MEDIUM: | |
64 DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); | |
65 return "#define TexCoordPrecision mediump\n" + shader_string; | |
66 case TEX_COORD_PRECISION_NA: | |
67 DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos); | |
68 DCHECK_EQ(shader_string.find("texture2D"), std::string::npos); | |
69 DCHECK_EQ(shader_string.find("texture2DRect"), std::string::npos); | |
70 return shader_string; | |
71 default: | |
72 NOTREACHED(); | |
73 break; | |
74 } | |
75 return shader_string; | |
76 } | |
77 | |
78 static std::string SetVertexTexCoordPrecision( | |
79 const std::string& shader_string) { | |
80 // We unconditionally use highp in the vertex shader since | |
81 // we are unlikely to be vertex shader bound when drawing large quads. | |
82 // Also, some vertex shaders mutate the texture coordinate in such a | |
83 // way that the effective precision might be lower than expected. | |
84 return "#define TexCoordPrecision highp\n" + shader_string; | |
85 } | |
86 | |
87 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, | |
88 int* highp_threshold_cache, | |
89 int highp_threshold_min, | |
90 int x, | |
91 int y) { | |
92 if (*highp_threshold_cache == 0) { | |
93 // Initialize range and precision with minimum spec values for when | |
94 // GetShaderPrecisionFormat is a test stub. | |
95 // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat | |
96 // everywhere. | |
97 GLint range[2] = {14, 14}; | |
98 GLint precision = 10; | |
99 GLC(context, | |
100 context->GetShaderPrecisionFormat( | |
101 GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT, range, &precision)); | |
102 *highp_threshold_cache = 1 << precision; | |
103 } | |
104 | |
105 int highp_threshold = std::max(*highp_threshold_cache, highp_threshold_min); | |
106 if (x > highp_threshold || y > highp_threshold) | |
107 return TEX_COORD_PRECISION_HIGH; | |
108 return TEX_COORD_PRECISION_MEDIUM; | |
109 } | |
110 | |
111 static std::string SetFragmentSamplerType(SamplerType requested_type, | |
112 std::string shader_string) { | |
113 switch (requested_type) { | |
114 case SAMPLER_TYPE_2D: | |
115 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); | |
116 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); | |
117 return "#define SamplerType sampler2D\n" | |
118 "#define TextureLookup texture2D\n" + | |
119 shader_string; | |
120 case SAMPLER_TYPE_2D_RECT: | |
121 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); | |
122 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); | |
123 return "#extension GL_ARB_texture_rectangle : require\n" | |
124 "#define SamplerType sampler2DRect\n" | |
125 "#define TextureLookup texture2DRect\n" + | |
126 shader_string; | |
127 case SAMPLER_TYPE_EXTERNAL_OES: | |
128 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); | |
129 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); | |
130 return "#extension GL_OES_EGL_image_external : require\n" | |
131 "#define SamplerType samplerExternalOES\n" | |
132 "#define TextureLookup texture2D\n" + | |
133 shader_string; | |
134 case SAMPLER_TYPE_NA: | |
135 DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos); | |
136 DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos); | |
137 return shader_string; | |
138 default: | |
139 NOTREACHED(); | |
140 break; | |
141 } | |
142 return shader_string; | |
143 } | |
144 | |
145 } // namespace | |
146 | |
147 ShaderLocations::ShaderLocations() { | |
148 } | |
149 | |
150 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, | |
151 int* highp_threshold_cache, | |
152 int highp_threshold_min, | |
153 const gfx::Point& max_coordinate) { | |
154 return TexCoordPrecisionRequired(context, | |
155 highp_threshold_cache, | |
156 highp_threshold_min, | |
157 max_coordinate.x(), | |
158 max_coordinate.y()); | |
159 } | |
160 | |
161 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, | |
162 int* highp_threshold_cache, | |
163 int highp_threshold_min, | |
164 const gfx::Size& max_size) { | |
165 return TexCoordPrecisionRequired(context, | |
166 highp_threshold_cache, | |
167 highp_threshold_min, | |
168 max_size.width(), | |
169 max_size.height()); | |
170 } | |
171 | |
172 VertexShaderPosTex::VertexShaderPosTex() : matrix_location_(-1) { | |
173 } | |
174 | |
175 void VertexShaderPosTex::Init(GLES2Interface* context, | |
176 unsigned program, | |
177 int* base_uniform_index) { | |
178 static const char* uniforms[] = { | |
179 "matrix", | |
180 }; | |
181 int locations[arraysize(uniforms)]; | |
182 | |
183 GetProgramUniformLocations(context, | |
184 program, | |
185 arraysize(uniforms), | |
186 uniforms, | |
187 locations, | |
188 base_uniform_index); | |
189 matrix_location_ = locations[0]; | |
190 } | |
191 | |
192 std::string VertexShaderPosTex::GetShaderString() const { | |
193 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
194 } | |
195 | |
196 std::string VertexShaderPosTex::GetShaderHead() { | |
197 return SHADER0([]() { | |
198 attribute vec4 a_position; | |
199 attribute TexCoordPrecision vec2 a_texCoord; | |
200 uniform mat4 matrix; | |
201 varying TexCoordPrecision vec2 v_texCoord; | |
202 }); | |
203 } | |
204 | |
205 std::string VertexShaderPosTex::GetShaderBody() { | |
206 return SHADER0([]() { | |
207 void main() { | |
208 gl_Position = matrix * a_position; | |
209 v_texCoord = a_texCoord; | |
210 } | |
211 }); | |
212 } | |
213 | |
214 VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset() | |
215 : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) { | |
216 } | |
217 | |
218 void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context, | |
219 unsigned program, | |
220 int* base_uniform_index) { | |
221 static const char* uniforms[] = { | |
222 "matrix", "texScale", "texOffset", | |
223 }; | |
224 int locations[arraysize(uniforms)]; | |
225 | |
226 GetProgramUniformLocations(context, | |
227 program, | |
228 arraysize(uniforms), | |
229 uniforms, | |
230 locations, | |
231 base_uniform_index); | |
232 matrix_location_ = locations[0]; | |
233 tex_scale_location_ = locations[1]; | |
234 tex_offset_location_ = locations[2]; | |
235 } | |
236 | |
237 std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const { | |
238 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
239 } | |
240 | |
241 std::string VertexShaderPosTexYUVStretchOffset::GetShaderHead() { | |
242 return SHADER0([]() { | |
243 precision mediump float; | |
244 attribute vec4 a_position; | |
245 attribute TexCoordPrecision vec2 a_texCoord; | |
246 uniform mat4 matrix; | |
247 varying TexCoordPrecision vec2 v_texCoord; | |
248 uniform TexCoordPrecision vec2 texScale; | |
249 uniform TexCoordPrecision vec2 texOffset; | |
250 }); | |
251 } | |
252 | |
253 std::string VertexShaderPosTexYUVStretchOffset::GetShaderBody() { | |
254 return SHADER0([]() { | |
255 void main() { | |
256 gl_Position = matrix * a_position; | |
257 v_texCoord = a_texCoord * texScale + texOffset; | |
258 } | |
259 }); | |
260 } | |
261 | |
262 VertexShaderPos::VertexShaderPos() : matrix_location_(-1) { | |
263 } | |
264 | |
265 void VertexShaderPos::Init(GLES2Interface* context, | |
266 unsigned program, | |
267 int* base_uniform_index) { | |
268 static const char* uniforms[] = { | |
269 "matrix", | |
270 }; | |
271 int locations[arraysize(uniforms)]; | |
272 | |
273 GetProgramUniformLocations(context, | |
274 program, | |
275 arraysize(uniforms), | |
276 uniforms, | |
277 locations, | |
278 base_uniform_index); | |
279 matrix_location_ = locations[0]; | |
280 } | |
281 | |
282 std::string VertexShaderPos::GetShaderString() const { | |
283 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
284 } | |
285 | |
286 std::string VertexShaderPos::GetShaderHead() { | |
287 return SHADER0([]() { | |
288 attribute vec4 a_position; | |
289 uniform mat4 matrix; | |
290 }); | |
291 } | |
292 | |
293 std::string VertexShaderPos::GetShaderBody() { | |
294 return SHADER0([]() { | |
295 void main() { gl_Position = matrix * a_position; } | |
296 }); | |
297 } | |
298 | |
299 VertexShaderPosTexTransform::VertexShaderPosTexTransform() | |
300 : matrix_location_(-1), | |
301 tex_transform_location_(-1), | |
302 vertex_opacity_location_(-1) { | |
303 } | |
304 | |
305 void VertexShaderPosTexTransform::Init(GLES2Interface* context, | |
306 unsigned program, | |
307 int* base_uniform_index) { | |
308 static const char* uniforms[] = { | |
309 "matrix", "texTransform", "opacity", | |
310 }; | |
311 int locations[arraysize(uniforms)]; | |
312 | |
313 GetProgramUniformLocations(context, | |
314 program, | |
315 arraysize(uniforms), | |
316 uniforms, | |
317 locations, | |
318 base_uniform_index); | |
319 matrix_location_ = locations[0]; | |
320 tex_transform_location_ = locations[1]; | |
321 vertex_opacity_location_ = locations[2]; | |
322 } | |
323 | |
324 std::string VertexShaderPosTexTransform::GetShaderString() const { | |
325 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
326 } | |
327 | |
328 std::string VertexShaderPosTexTransform::GetShaderHead() { | |
329 return SHADER0([]() { | |
330 attribute vec4 a_position; | |
331 attribute TexCoordPrecision vec2 a_texCoord; | |
332 attribute float a_index; | |
333 uniform mat4 matrix[8]; | |
334 uniform TexCoordPrecision vec4 texTransform[8]; | |
335 uniform float opacity[32]; | |
336 varying TexCoordPrecision vec2 v_texCoord; | |
337 varying float v_alpha; | |
338 }); | |
339 } | |
340 | |
341 std::string VertexShaderPosTexTransform::GetShaderBody() { | |
342 return SHADER0([]() { | |
343 void main() { | |
344 int quad_index = int(a_index * 0.25); // NOLINT | |
345 gl_Position = matrix[quad_index] * a_position; | |
346 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; | |
347 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | |
348 v_alpha = opacity[int(a_index)]; // NOLINT | |
349 } | |
350 }); | |
351 } | |
352 | |
353 void VertexShaderPosTexTransform::FillLocations( | |
354 ShaderLocations* locations) const { | |
355 locations->matrix = matrix_location(); | |
356 locations->tex_transform = tex_transform_location(); | |
357 } | |
358 | |
359 std::string VertexShaderPosTexIdentity::GetShaderString() const { | |
360 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
361 } | |
362 | |
363 std::string VertexShaderPosTexIdentity::GetShaderHead() { | |
364 return SHADER0([]() { | |
365 attribute vec4 a_position; | |
366 varying TexCoordPrecision vec2 v_texCoord; | |
367 }); | |
368 } | |
369 | |
370 std::string VertexShaderPosTexIdentity::GetShaderBody() { | |
371 return SHADER0([]() { | |
372 void main() { | |
373 gl_Position = a_position; | |
374 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; | |
375 } | |
376 }); | |
377 } | |
378 | |
379 VertexShaderQuad::VertexShaderQuad() | |
380 : matrix_location_(-1), quad_location_(-1) { | |
381 } | |
382 | |
383 void VertexShaderQuad::Init(GLES2Interface* context, | |
384 unsigned program, | |
385 int* base_uniform_index) { | |
386 static const char* uniforms[] = { | |
387 "matrix", "quad", | |
388 }; | |
389 int locations[arraysize(uniforms)]; | |
390 | |
391 GetProgramUniformLocations(context, | |
392 program, | |
393 arraysize(uniforms), | |
394 uniforms, | |
395 locations, | |
396 base_uniform_index); | |
397 matrix_location_ = locations[0]; | |
398 quad_location_ = locations[1]; | |
399 } | |
400 | |
401 std::string VertexShaderQuad::GetShaderString() const { | |
402 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
403 } | |
404 | |
405 std::string VertexShaderQuad::GetShaderHead() { | |
406 #if defined(OS_ANDROID) | |
407 // TODO(epenner): Find the cause of this 'quad' uniform | |
408 // being missing if we don't add dummy variables. | |
409 // http://crbug.com/240602 | |
410 return SHADER0([]() { | |
411 attribute TexCoordPrecision vec4 a_position; | |
412 attribute float a_index; | |
413 uniform mat4 matrix; | |
414 uniform TexCoordPrecision vec2 quad[4]; | |
415 uniform TexCoordPrecision vec2 dummy_uniform; | |
416 varying TexCoordPrecision vec2 dummy_varying; | |
417 }); | |
418 #else | |
419 return SHADER0([]() { | |
420 attribute TexCoordPrecision vec4 a_position; | |
421 attribute float a_index; | |
422 uniform mat4 matrix; | |
423 uniform TexCoordPrecision vec2 quad[4]; | |
424 }); | |
425 #endif | |
426 } | |
427 | |
428 std::string VertexShaderQuad::GetShaderBody() { | |
429 #if defined(OS_ANDROID) | |
430 return SHADER0([]() { | |
431 void main() { | |
432 vec2 pos = quad[int(a_index)]; // NOLINT | |
433 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | |
434 dummy_varying = dummy_uniform; | |
435 } | |
436 }); | |
437 #else | |
438 return SHADER0([]() { | |
439 void main() { | |
440 vec2 pos = quad[int(a_index)]; // NOLINT | |
441 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | |
442 } | |
443 }); | |
444 #endif | |
445 } | |
446 | |
447 VertexShaderQuadAA::VertexShaderQuadAA() | |
448 : matrix_location_(-1), | |
449 viewport_location_(-1), | |
450 quad_location_(-1), | |
451 edge_location_(-1) { | |
452 } | |
453 | |
454 void VertexShaderQuadAA::Init(GLES2Interface* context, | |
455 unsigned program, | |
456 int* base_uniform_index) { | |
457 static const char* uniforms[] = { | |
458 "matrix", "viewport", "quad", "edge", | |
459 }; | |
460 int locations[arraysize(uniforms)]; | |
461 | |
462 GetProgramUniformLocations(context, | |
463 program, | |
464 arraysize(uniforms), | |
465 uniforms, | |
466 locations, | |
467 base_uniform_index); | |
468 matrix_location_ = locations[0]; | |
469 viewport_location_ = locations[1]; | |
470 quad_location_ = locations[2]; | |
471 edge_location_ = locations[3]; | |
472 } | |
473 | |
474 std::string VertexShaderQuadAA::GetShaderString() const { | |
475 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
476 } | |
477 | |
478 std::string VertexShaderQuadAA::GetShaderHead() { | |
479 return SHADER0([]() { | |
480 attribute TexCoordPrecision vec4 a_position; | |
481 attribute float a_index; | |
482 uniform mat4 matrix; | |
483 uniform vec4 viewport; | |
484 uniform TexCoordPrecision vec2 quad[4]; | |
485 uniform TexCoordPrecision vec3 edge[8]; | |
486 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | |
487 }); | |
488 } | |
489 | |
490 std::string VertexShaderQuadAA::GetShaderBody() { | |
491 return SHADER0([]() { | |
492 void main() { | |
493 vec2 pos = quad[int(a_index)]; // NOLINT | |
494 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | |
495 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); | |
496 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); | |
497 edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos), | |
498 dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * | |
499 gl_Position.w; | |
500 edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), | |
501 dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * | |
502 gl_Position.w; | |
503 } | |
504 }); | |
505 } | |
506 | |
507 VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA() | |
508 : matrix_location_(-1), | |
509 viewport_location_(-1), | |
510 quad_location_(-1), | |
511 edge_location_(-1), | |
512 tex_transform_location_(-1) { | |
513 } | |
514 | |
515 void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context, | |
516 unsigned program, | |
517 int* base_uniform_index) { | |
518 static const char* uniforms[] = { | |
519 "matrix", "viewport", "quad", "edge", "texTrans", | |
520 }; | |
521 int locations[arraysize(uniforms)]; | |
522 | |
523 GetProgramUniformLocations(context, | |
524 program, | |
525 arraysize(uniforms), | |
526 uniforms, | |
527 locations, | |
528 base_uniform_index); | |
529 matrix_location_ = locations[0]; | |
530 viewport_location_ = locations[1]; | |
531 quad_location_ = locations[2]; | |
532 edge_location_ = locations[3]; | |
533 tex_transform_location_ = locations[4]; | |
534 } | |
535 | |
536 std::string VertexShaderQuadTexTransformAA::GetShaderString() const { | |
537 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
538 } | |
539 | |
540 std::string VertexShaderQuadTexTransformAA::GetShaderHead() { | |
541 return SHADER0([]() { | |
542 attribute TexCoordPrecision vec4 a_position; | |
543 attribute float a_index; | |
544 uniform mat4 matrix; | |
545 uniform vec4 viewport; | |
546 uniform TexCoordPrecision vec2 quad[4]; | |
547 uniform TexCoordPrecision vec3 edge[8]; | |
548 uniform TexCoordPrecision vec4 texTrans; | |
549 varying TexCoordPrecision vec2 v_texCoord; | |
550 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | |
551 }); | |
552 } | |
553 | |
554 std::string VertexShaderQuadTexTransformAA::GetShaderBody() { | |
555 return SHADER0([]() { | |
556 void main() { | |
557 vec2 pos = quad[int(a_index)]; // NOLINT | |
558 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | |
559 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); | |
560 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); | |
561 edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos), | |
562 dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * | |
563 gl_Position.w; | |
564 edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), | |
565 dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * | |
566 gl_Position.w; | |
567 v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; | |
568 } | |
569 }); | |
570 } | |
571 | |
572 void VertexShaderQuadTexTransformAA::FillLocations( | |
573 ShaderLocations* locations) const { | |
574 locations->quad = quad_location(); | |
575 locations->edge = edge_location(); | |
576 locations->viewport = viewport_location(); | |
577 locations->matrix = matrix_location(); | |
578 locations->tex_transform = tex_transform_location(); | |
579 } | |
580 | |
581 | |
582 VertexShaderTile::VertexShaderTile() | |
583 : matrix_location_(-1), | |
584 quad_location_(-1), | |
585 vertex_tex_transform_location_(-1) { | |
586 } | |
587 | |
588 void VertexShaderTile::Init(GLES2Interface* context, | |
589 unsigned program, | |
590 int* base_uniform_index) { | |
591 static const char* uniforms[] = { | |
592 "matrix", "quad", "vertexTexTransform", | |
593 }; | |
594 int locations[arraysize(uniforms)]; | |
595 | |
596 GetProgramUniformLocations(context, | |
597 program, | |
598 arraysize(uniforms), | |
599 uniforms, | |
600 locations, | |
601 base_uniform_index); | |
602 matrix_location_ = locations[0]; | |
603 quad_location_ = locations[1]; | |
604 vertex_tex_transform_location_ = locations[2]; | |
605 } | |
606 | |
607 std::string VertexShaderTile::GetShaderString() const { | |
608 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
609 } | |
610 | |
611 std::string VertexShaderTile::GetShaderHead() { | |
612 return SHADER0([]() { | |
613 attribute TexCoordPrecision vec4 a_position; | |
614 attribute TexCoordPrecision vec2 a_texCoord; | |
615 attribute float a_index; | |
616 uniform mat4 matrix; | |
617 uniform TexCoordPrecision vec2 quad[4]; | |
618 uniform TexCoordPrecision vec4 vertexTexTransform; | |
619 varying TexCoordPrecision vec2 v_texCoord; | |
620 }); | |
621 } | |
622 | |
623 std::string VertexShaderTile::GetShaderBody() { | |
624 return SHADER0([]() { | |
625 void main() { | |
626 vec2 pos = quad[int(a_index)]; // NOLINT | |
627 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | |
628 v_texCoord = a_texCoord * vertexTexTransform.zw + vertexTexTransform.xy; | |
629 } | |
630 }); | |
631 } | |
632 | |
633 VertexShaderTileAA::VertexShaderTileAA() | |
634 : matrix_location_(-1), | |
635 viewport_location_(-1), | |
636 quad_location_(-1), | |
637 edge_location_(-1), | |
638 vertex_tex_transform_location_(-1) { | |
639 } | |
640 | |
641 void VertexShaderTileAA::Init(GLES2Interface* context, | |
642 unsigned program, | |
643 int* base_uniform_index) { | |
644 static const char* uniforms[] = { | |
645 "matrix", "viewport", "quad", "edge", "vertexTexTransform", | |
646 }; | |
647 int locations[arraysize(uniforms)]; | |
648 | |
649 GetProgramUniformLocations(context, | |
650 program, | |
651 arraysize(uniforms), | |
652 uniforms, | |
653 locations, | |
654 base_uniform_index); | |
655 matrix_location_ = locations[0]; | |
656 viewport_location_ = locations[1]; | |
657 quad_location_ = locations[2]; | |
658 edge_location_ = locations[3]; | |
659 vertex_tex_transform_location_ = locations[4]; | |
660 } | |
661 | |
662 std::string VertexShaderTileAA::GetShaderString() const { | |
663 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
664 } | |
665 | |
666 std::string VertexShaderTileAA::GetShaderHead() { | |
667 return SHADER0([]() { | |
668 attribute TexCoordPrecision vec4 a_position; | |
669 attribute float a_index; | |
670 uniform mat4 matrix; | |
671 uniform vec4 viewport; | |
672 uniform TexCoordPrecision vec2 quad[4]; | |
673 uniform TexCoordPrecision vec3 edge[8]; | |
674 uniform TexCoordPrecision vec4 vertexTexTransform; | |
675 varying TexCoordPrecision vec2 v_texCoord; | |
676 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | |
677 }); | |
678 } | |
679 | |
680 std::string VertexShaderTileAA::GetShaderBody() { | |
681 return SHADER0([]() { | |
682 void main() { | |
683 vec2 pos = quad[int(a_index)]; // NOLINT | |
684 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | |
685 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); | |
686 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); | |
687 edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos), | |
688 dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * | |
689 gl_Position.w; | |
690 edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), | |
691 dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * | |
692 gl_Position.w; | |
693 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | |
694 } | |
695 }); | |
696 } | |
697 | |
698 VertexShaderVideoTransform::VertexShaderVideoTransform() | |
699 : matrix_location_(-1), tex_matrix_location_(-1) { | |
700 } | |
701 | |
702 void VertexShaderVideoTransform::Init(GLES2Interface* context, | |
703 unsigned program, | |
704 int* base_uniform_index) { | |
705 static const char* uniforms[] = { | |
706 "matrix", "texMatrix", | |
707 }; | |
708 int locations[arraysize(uniforms)]; | |
709 | |
710 GetProgramUniformLocations(context, | |
711 program, | |
712 arraysize(uniforms), | |
713 uniforms, | |
714 locations, | |
715 base_uniform_index); | |
716 matrix_location_ = locations[0]; | |
717 tex_matrix_location_ = locations[1]; | |
718 } | |
719 | |
720 std::string VertexShaderVideoTransform::GetShaderString() const { | |
721 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | |
722 } | |
723 | |
724 std::string VertexShaderVideoTransform::GetShaderHead() { | |
725 return SHADER0([]() { | |
726 attribute vec4 a_position; | |
727 attribute TexCoordPrecision vec2 a_texCoord; | |
728 uniform mat4 matrix; | |
729 uniform TexCoordPrecision mat4 texMatrix; | |
730 varying TexCoordPrecision vec2 v_texCoord; | |
731 }); | |
732 } | |
733 | |
734 std::string VertexShaderVideoTransform::GetShaderBody() { | |
735 return SHADER0([]() { | |
736 void main() { | |
737 gl_Position = matrix * a_position; | |
738 v_texCoord = | |
739 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); | |
740 } | |
741 }); | |
742 } | |
743 | |
744 #define BLEND_MODE_UNIFORMS "s_backdropTexture", \ | |
745 "s_originalBackdropTexture", \ | |
746 "backdropRect" | |
747 #define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0) | |
748 #define BLEND_MODE_SET_LOCATIONS(X, POS) \ | |
749 if (has_blend_mode()) { \ | |
750 DCHECK_LT(static_cast<size_t>(POS) + 2, arraysize(X)); \ | |
751 backdrop_location_ = locations[POS]; \ | |
752 original_backdrop_location_ = locations[POS + 1]; \ | |
753 backdrop_rect_location_ = locations[POS + 2]; \ | |
754 } | |
755 | |
756 FragmentTexBlendMode::FragmentTexBlendMode() | |
757 : backdrop_location_(-1), | |
758 original_backdrop_location_(-1), | |
759 backdrop_rect_location_(-1), | |
760 blend_mode_(BLEND_MODE_NONE), | |
761 mask_for_background_(false) { | |
762 } | |
763 | |
764 std::string FragmentTexBlendMode::SetBlendModeFunctions( | |
765 std::string shader_string) const { | |
766 if (shader_string.find("ApplyBlendMode") == std::string::npos) | |
767 return shader_string; | |
768 | |
769 if (!has_blend_mode()) { | |
770 return "#define ApplyBlendMode(X, Y) (X)\n" + shader_string; | |
771 } | |
772 | |
773 static const std::string kUniforms = SHADER0([]() { | |
774 uniform sampler2D s_backdropTexture; | |
775 uniform sampler2D s_originalBackdropTexture; | |
776 uniform TexCoordPrecision vec4 backdropRect; | |
777 }); | |
778 | |
779 std::string mixFunction; | |
780 if (mask_for_background()) { | |
781 mixFunction = SHADER0([]() { | |
782 vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) { | |
783 vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord); | |
784 vec4 original_backdrop = | |
785 texture2D(s_originalBackdropTexture, bgTexCoord); | |
786 return mix(original_backdrop, backdrop, mask); | |
787 } | |
788 }); | |
789 } else { | |
790 mixFunction = SHADER0([]() { | |
791 vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) { | |
792 return texture2D(s_backdropTexture, bgTexCoord); | |
793 } | |
794 }); | |
795 } | |
796 | |
797 static const std::string kFunctionApplyBlendMode = SHADER0([]() { | |
798 vec4 GetBackdropColor(float mask) { | |
799 TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy; | |
800 bgTexCoord.x /= backdropRect.z; | |
801 bgTexCoord.y /= backdropRect.w; | |
802 return MixBackdrop(bgTexCoord, mask); | |
803 } | |
804 | |
805 vec4 ApplyBlendMode(vec4 src, float mask) { | |
806 vec4 dst = GetBackdropColor(mask); | |
807 return Blend(src, dst); | |
808 } | |
809 }); | |
810 | |
811 return "precision mediump float;" + GetHelperFunctions() + | |
812 GetBlendFunction() + kUniforms + mixFunction + | |
813 kFunctionApplyBlendMode + shader_string; | |
814 } | |
815 | |
816 std::string FragmentTexBlendMode::GetHelperFunctions() const { | |
817 static const std::string kFunctionHardLight = SHADER0([]() { | |
818 vec3 hardLight(vec4 src, vec4 dst) { | |
819 vec3 result; | |
820 result.r = | |
821 (2.0 * src.r <= src.a) | |
822 ? (2.0 * src.r * dst.r) | |
823 : (src.a * dst.a - 2.0 * (dst.a - dst.r) * (src.a - src.r)); | |
824 result.g = | |
825 (2.0 * src.g <= src.a) | |
826 ? (2.0 * src.g * dst.g) | |
827 : (src.a * dst.a - 2.0 * (dst.a - dst.g) * (src.a - src.g)); | |
828 result.b = | |
829 (2.0 * src.b <= src.a) | |
830 ? (2.0 * src.b * dst.b) | |
831 : (src.a * dst.a - 2.0 * (dst.a - dst.b) * (src.a - src.b)); | |
832 result.rgb += src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a); | |
833 return result; | |
834 } | |
835 }); | |
836 | |
837 static const std::string kFunctionColorDodgeComponent = SHADER0([]() { | |
838 float getColorDodgeComponent(float srcc, float srca, float dstc, | |
839 float dsta) { | |
840 if (0.0 == dstc) | |
841 return srcc * (1.0 - dsta); | |
842 float d = srca - srcc; | |
843 if (0.0 == d) | |
844 return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca); | |
845 d = min(dsta, dstc * srca / d); | |
846 return d * srca + srcc * (1.0 - dsta) + dstc * (1.0 - srca); | |
847 } | |
848 }); | |
849 | |
850 static const std::string kFunctionColorBurnComponent = SHADER0([]() { | |
851 float getColorBurnComponent(float srcc, float srca, float dstc, | |
852 float dsta) { | |
853 if (dsta == dstc) | |
854 return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca); | |
855 if (0.0 == srcc) | |
856 return dstc * (1.0 - srca); | |
857 float d = max(0.0, dsta - (dsta - dstc) * srca / srcc); | |
858 return srca * d + srcc * (1.0 - dsta) + dstc * (1.0 - srca); | |
859 } | |
860 }); | |
861 | |
862 static const std::string kFunctionSoftLightComponentPosDstAlpha = | |
863 SHADER0([]() { | |
864 float getSoftLightComponent(float srcc, float srca, float dstc, | |
865 float dsta) { | |
866 if (2.0 * srcc <= srca) { | |
867 return (dstc * dstc * (srca - 2.0 * srcc)) / dsta + | |
868 (1.0 - dsta) * srcc + dstc * (-srca + 2.0 * srcc + 1.0); | |
869 } else if (4.0 * dstc <= dsta) { | |
870 float DSqd = dstc * dstc; | |
871 float DCub = DSqd * dstc; | |
872 float DaSqd = dsta * dsta; | |
873 float DaCub = DaSqd * dsta; | |
874 return (-DaCub * srcc + | |
875 DaSqd * (srcc - dstc * (3.0 * srca - 6.0 * srcc - 1.0)) + | |
876 12.0 * dsta * DSqd * (srca - 2.0 * srcc) - | |
877 16.0 * DCub * (srca - 2.0 * srcc)) / | |
878 DaSqd; | |
879 } else { | |
880 return -sqrt(dsta * dstc) * (srca - 2.0 * srcc) - dsta * srcc + | |
881 dstc * (srca - 2.0 * srcc + 1.0) + srcc; | |
882 } | |
883 } | |
884 }); | |
885 | |
886 static const std::string kFunctionLum = SHADER0([]() { | |
887 float luminance(vec3 color) { return dot(vec3(0.3, 0.59, 0.11), color); } | |
888 | |
889 vec3 set_luminance(vec3 hueSat, float alpha, vec3 lumColor) { | |
890 float diff = luminance(lumColor - hueSat); | |
891 vec3 outColor = hueSat + diff; | |
892 float outLum = luminance(outColor); | |
893 float minComp = min(min(outColor.r, outColor.g), outColor.b); | |
894 float maxComp = max(max(outColor.r, outColor.g), outColor.b); | |
895 if (minComp < 0.0 && outLum != minComp) { | |
896 outColor = outLum + | |
897 ((outColor - vec3(outLum, outLum, outLum)) * outLum) / | |
898 (outLum - minComp); | |
899 } | |
900 if (maxComp > alpha && maxComp != outLum) { | |
901 outColor = | |
902 outLum + | |
903 ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) / | |
904 (maxComp - outLum); | |
905 } | |
906 return outColor; | |
907 } | |
908 }); | |
909 | |
910 static const std::string kFunctionSat = SHADER0([]() { | |
911 float saturation(vec3 color) { | |
912 return max(max(color.r, color.g), color.b) - | |
913 min(min(color.r, color.g), color.b); | |
914 } | |
915 | |
916 vec3 set_saturation_helper(float minComp, float midComp, float maxComp, | |
917 float sat) { | |
918 if (minComp < maxComp) { | |
919 vec3 result; | |
920 result.r = 0.0; | |
921 result.g = sat * (midComp - minComp) / (maxComp - minComp); | |
922 result.b = sat; | |
923 return result; | |
924 } else { | |
925 return vec3(0, 0, 0); | |
926 } | |
927 } | |
928 | |
929 vec3 set_saturation(vec3 hueLumColor, vec3 satColor) { | |
930 float sat = saturation(satColor); | |
931 if (hueLumColor.r <= hueLumColor.g) { | |
932 if (hueLumColor.g <= hueLumColor.b) { | |
933 hueLumColor.rgb = set_saturation_helper(hueLumColor.r, hueLumColor.g, | |
934 hueLumColor.b, sat); | |
935 } else if (hueLumColor.r <= hueLumColor.b) { | |
936 hueLumColor.rbg = set_saturation_helper(hueLumColor.r, hueLumColor.b, | |
937 hueLumColor.g, sat); | |
938 } else { | |
939 hueLumColor.brg = set_saturation_helper(hueLumColor.b, hueLumColor.r, | |
940 hueLumColor.g, sat); | |
941 } | |
942 } else if (hueLumColor.r <= hueLumColor.b) { | |
943 hueLumColor.grb = set_saturation_helper(hueLumColor.g, hueLumColor.r, | |
944 hueLumColor.b, sat); | |
945 } else if (hueLumColor.g <= hueLumColor.b) { | |
946 hueLumColor.gbr = set_saturation_helper(hueLumColor.g, hueLumColor.b, | |
947 hueLumColor.r, sat); | |
948 } else { | |
949 hueLumColor.bgr = set_saturation_helper(hueLumColor.b, hueLumColor.g, | |
950 hueLumColor.r, sat); | |
951 } | |
952 return hueLumColor; | |
953 } | |
954 }); | |
955 | |
956 switch (blend_mode_) { | |
957 case BLEND_MODE_OVERLAY: | |
958 case BLEND_MODE_HARD_LIGHT: | |
959 return kFunctionHardLight; | |
960 case BLEND_MODE_COLOR_DODGE: | |
961 return kFunctionColorDodgeComponent; | |
962 case BLEND_MODE_COLOR_BURN: | |
963 return kFunctionColorBurnComponent; | |
964 case BLEND_MODE_SOFT_LIGHT: | |
965 return kFunctionSoftLightComponentPosDstAlpha; | |
966 case BLEND_MODE_HUE: | |
967 case BLEND_MODE_SATURATION: | |
968 return kFunctionLum + kFunctionSat; | |
969 case BLEND_MODE_COLOR: | |
970 case BLEND_MODE_LUMINOSITY: | |
971 return kFunctionLum; | |
972 default: | |
973 return std::string(); | |
974 } | |
975 } | |
976 | |
977 std::string FragmentTexBlendMode::GetBlendFunction() const { | |
978 return "vec4 Blend(vec4 src, vec4 dst) {" | |
979 " vec4 result;" | |
980 " result.a = src.a + (1.0 - src.a) * dst.a;" + | |
981 GetBlendFunctionBodyForRGB() + | |
982 " return result;" | |
983 "}"; | |
984 } | |
985 | |
986 std::string FragmentTexBlendMode::GetBlendFunctionBodyForRGB() const { | |
987 switch (blend_mode_) { | |
988 case BLEND_MODE_NORMAL: | |
989 return "result.rgb = src.rgb + dst.rgb * (1.0 - src.a);"; | |
990 case BLEND_MODE_SCREEN: | |
991 return "result.rgb = src.rgb + (1.0 - src.rgb) * dst.rgb;"; | |
992 case BLEND_MODE_LIGHTEN: | |
993 return "result.rgb = max((1.0 - src.a) * dst.rgb + src.rgb," | |
994 " (1.0 - dst.a) * src.rgb + dst.rgb);"; | |
995 case BLEND_MODE_OVERLAY: | |
996 return "result.rgb = hardLight(dst, src);"; | |
997 case BLEND_MODE_DARKEN: | |
998 return "result.rgb = min((1.0 - src.a) * dst.rgb + src.rgb," | |
999 " (1.0 - dst.a) * src.rgb + dst.rgb);"; | |
1000 case BLEND_MODE_COLOR_DODGE: | |
1001 return "result.r = getColorDodgeComponent(src.r, src.a, dst.r, dst.a);" | |
1002 "result.g = getColorDodgeComponent(src.g, src.a, dst.g, dst.a);" | |
1003 "result.b = getColorDodgeComponent(src.b, src.a, dst.b, dst.a);"; | |
1004 case BLEND_MODE_COLOR_BURN: | |
1005 return "result.r = getColorBurnComponent(src.r, src.a, dst.r, dst.a);" | |
1006 "result.g = getColorBurnComponent(src.g, src.a, dst.g, dst.a);" | |
1007 "result.b = getColorBurnComponent(src.b, src.a, dst.b, dst.a);"; | |
1008 case BLEND_MODE_HARD_LIGHT: | |
1009 return "result.rgb = hardLight(src, dst);"; | |
1010 case BLEND_MODE_SOFT_LIGHT: | |
1011 return "if (0.0 == dst.a) {" | |
1012 " result.rgb = src.rgb;" | |
1013 "} else {" | |
1014 " result.r = getSoftLightComponent(src.r, src.a, dst.r, dst.a);" | |
1015 " result.g = getSoftLightComponent(src.g, src.a, dst.g, dst.a);" | |
1016 " result.b = getSoftLightComponent(src.b, src.a, dst.b, dst.a);" | |
1017 "}"; | |
1018 case BLEND_MODE_DIFFERENCE: | |
1019 return "result.rgb = src.rgb + dst.rgb -" | |
1020 " 2.0 * min(src.rgb * dst.a, dst.rgb * src.a);"; | |
1021 case BLEND_MODE_EXCLUSION: | |
1022 return "result.rgb = dst.rgb + src.rgb - 2.0 * dst.rgb * src.rgb;"; | |
1023 case BLEND_MODE_MULTIPLY: | |
1024 return "result.rgb = (1.0 - src.a) * dst.rgb +" | |
1025 " (1.0 - dst.a) * src.rgb + src.rgb * dst.rgb;"; | |
1026 case BLEND_MODE_HUE: | |
1027 return "vec4 dstSrcAlpha = dst * src.a;" | |
1028 "result.rgb =" | |
1029 " set_luminance(set_saturation(src.rgb * dst.a," | |
1030 " dstSrcAlpha.rgb)," | |
1031 " dstSrcAlpha.a," | |
1032 " dstSrcAlpha.rgb);" | |
1033 "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;"; | |
1034 case BLEND_MODE_SATURATION: | |
1035 return "vec4 dstSrcAlpha = dst * src.a;" | |
1036 "result.rgb = set_luminance(set_saturation(dstSrcAlpha.rgb," | |
1037 " src.rgb * dst.a)," | |
1038 " dstSrcAlpha.a," | |
1039 " dstSrcAlpha.rgb);" | |
1040 "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;"; | |
1041 case BLEND_MODE_COLOR: | |
1042 return "vec4 srcDstAlpha = src * dst.a;" | |
1043 "result.rgb = set_luminance(srcDstAlpha.rgb," | |
1044 " srcDstAlpha.a," | |
1045 " dst.rgb * src.a);" | |
1046 "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;"; | |
1047 case BLEND_MODE_LUMINOSITY: | |
1048 return "vec4 srcDstAlpha = src * dst.a;" | |
1049 "result.rgb = set_luminance(dst.rgb * src.a," | |
1050 " srcDstAlpha.a," | |
1051 " srcDstAlpha.rgb);" | |
1052 "result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;"; | |
1053 case BLEND_MODE_NONE: | |
1054 NOTREACHED(); | |
1055 } | |
1056 return "result = vec4(1.0, 0.0, 0.0, 1.0);"; | |
1057 } | |
1058 | |
1059 FragmentTexAlphaBinding::FragmentTexAlphaBinding() | |
1060 : sampler_location_(-1), alpha_location_(-1) { | |
1061 } | |
1062 | |
1063 void FragmentTexAlphaBinding::Init(GLES2Interface* context, | |
1064 unsigned program, | |
1065 int* base_uniform_index) { | |
1066 static const char* uniforms[] = { | |
1067 "s_texture", "alpha", BLEND_MODE_UNIFORMS, | |
1068 }; | |
1069 int locations[arraysize(uniforms)]; | |
1070 | |
1071 GetProgramUniformLocations(context, | |
1072 program, | |
1073 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, | |
1074 uniforms, | |
1075 locations, | |
1076 base_uniform_index); | |
1077 sampler_location_ = locations[0]; | |
1078 alpha_location_ = locations[1]; | |
1079 BLEND_MODE_SET_LOCATIONS(locations, 2); | |
1080 } | |
1081 | |
1082 FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() | |
1083 : sampler_location_(-1), | |
1084 alpha_location_(-1), | |
1085 color_matrix_location_(-1), | |
1086 color_offset_location_(-1) { | |
1087 } | |
1088 | |
1089 void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context, | |
1090 unsigned program, | |
1091 int* base_uniform_index) { | |
1092 static const char* uniforms[] = { | |
1093 "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS, | |
1094 }; | |
1095 int locations[arraysize(uniforms)]; | |
1096 | |
1097 GetProgramUniformLocations(context, | |
1098 program, | |
1099 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, | |
1100 uniforms, | |
1101 locations, | |
1102 base_uniform_index); | |
1103 sampler_location_ = locations[0]; | |
1104 alpha_location_ = locations[1]; | |
1105 color_matrix_location_ = locations[2]; | |
1106 color_offset_location_ = locations[3]; | |
1107 BLEND_MODE_SET_LOCATIONS(locations, 4); | |
1108 } | |
1109 | |
1110 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) { | |
1111 } | |
1112 | |
1113 void FragmentTexOpaqueBinding::Init(GLES2Interface* context, | |
1114 unsigned program, | |
1115 int* base_uniform_index) { | |
1116 static const char* uniforms[] = { | |
1117 "s_texture", | |
1118 }; | |
1119 int locations[arraysize(uniforms)]; | |
1120 | |
1121 GetProgramUniformLocations(context, | |
1122 program, | |
1123 arraysize(uniforms), | |
1124 uniforms, | |
1125 locations, | |
1126 base_uniform_index); | |
1127 sampler_location_ = locations[0]; | |
1128 } | |
1129 | |
1130 std::string FragmentShaderRGBATexAlpha::GetShaderString( | |
1131 TexCoordPrecision precision, | |
1132 SamplerType sampler) const { | |
1133 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1134 } | |
1135 | |
1136 std::string FragmentShaderRGBATexAlpha::GetShaderHead() { | |
1137 return SHADER0([]() { | |
1138 precision mediump float; | |
1139 varying TexCoordPrecision vec2 v_texCoord; | |
1140 uniform SamplerType s_texture; | |
1141 uniform float alpha; | |
1142 }); | |
1143 } | |
1144 | |
1145 std::string FragmentShaderRGBATexAlpha::GetShaderBody() { | |
1146 return SHADER0([]() { | |
1147 void main() { | |
1148 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1149 gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0); | |
1150 } | |
1151 }); | |
1152 } | |
1153 | |
1154 void FragmentShaderRGBATexAlpha::FillLocations( | |
1155 ShaderLocations* locations) const { | |
1156 locations->sampler = sampler_location(); | |
1157 locations->alpha = alpha_location(); | |
1158 locations->backdrop = backdrop_location(); | |
1159 locations->backdrop_rect = backdrop_rect_location(); | |
1160 } | |
1161 | |
1162 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( | |
1163 TexCoordPrecision precision, | |
1164 SamplerType sampler) const { | |
1165 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1166 } | |
1167 | |
1168 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() { | |
1169 return SHADER0([]() { | |
1170 precision mediump float; | |
1171 varying TexCoordPrecision vec2 v_texCoord; | |
1172 uniform SamplerType s_texture; | |
1173 uniform float alpha; | |
1174 uniform mat4 colorMatrix; | |
1175 uniform vec4 colorOffset; | |
1176 }); | |
1177 } | |
1178 | |
1179 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderBody() { | |
1180 return SHADER0([]() { | |
1181 void main() { | |
1182 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1183 float nonZeroAlpha = max(texColor.a, 0.00001); | |
1184 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | |
1185 texColor = colorMatrix * texColor + colorOffset; | |
1186 texColor.rgb *= texColor.a; | |
1187 texColor = clamp(texColor, 0.0, 1.0); | |
1188 gl_FragColor = ApplyBlendMode(texColor * alpha, 0.0); | |
1189 } | |
1190 }); | |
1191 } | |
1192 | |
1193 void FragmentShaderRGBATexColorMatrixAlpha::FillLocations( | |
1194 ShaderLocations* locations) const { | |
1195 locations->sampler = sampler_location(); | |
1196 locations->alpha = alpha_location(); | |
1197 locations->color_matrix = color_matrix_location(); | |
1198 locations->color_offset = color_offset_location(); | |
1199 locations->backdrop = backdrop_location(); | |
1200 locations->backdrop_rect = backdrop_rect_location(); | |
1201 } | |
1202 | |
1203 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( | |
1204 TexCoordPrecision precision, | |
1205 SamplerType sampler) const { | |
1206 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1207 } | |
1208 | |
1209 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() { | |
1210 return SHADER0([]() { | |
1211 precision mediump float; | |
1212 varying TexCoordPrecision vec2 v_texCoord; | |
1213 varying float v_alpha; | |
1214 uniform SamplerType s_texture; | |
1215 }); | |
1216 } | |
1217 | |
1218 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderBody() { | |
1219 return SHADER0([]() { | |
1220 void main() { | |
1221 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1222 gl_FragColor = texColor * v_alpha; | |
1223 } | |
1224 }); | |
1225 } | |
1226 | |
1227 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( | |
1228 TexCoordPrecision precision, | |
1229 SamplerType sampler) const { | |
1230 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1231 } | |
1232 | |
1233 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderHead() { | |
1234 return SHADER0([]() { | |
1235 precision mediump float; | |
1236 varying TexCoordPrecision vec2 v_texCoord; | |
1237 varying float v_alpha; | |
1238 uniform SamplerType s_texture; | |
1239 }); | |
1240 } | |
1241 | |
1242 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderBody() { | |
1243 return SHADER0([]() { | |
1244 void main() { | |
1245 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1246 texColor.rgb *= texColor.a; | |
1247 gl_FragColor = texColor * v_alpha; | |
1248 } | |
1249 }); | |
1250 } | |
1251 | |
1252 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() | |
1253 : background_color_location_(-1), sampler_location_(-1) { | |
1254 } | |
1255 | |
1256 void FragmentTexBackgroundBinding::Init(GLES2Interface* context, | |
1257 unsigned program, | |
1258 int* base_uniform_index) { | |
1259 static const char* uniforms[] = { | |
1260 "s_texture", "background_color", | |
1261 }; | |
1262 int locations[arraysize(uniforms)]; | |
1263 | |
1264 GetProgramUniformLocations(context, | |
1265 program, | |
1266 arraysize(uniforms), | |
1267 uniforms, | |
1268 locations, | |
1269 base_uniform_index); | |
1270 | |
1271 sampler_location_ = locations[0]; | |
1272 DCHECK_NE(sampler_location_, -1); | |
1273 | |
1274 background_color_location_ = locations[1]; | |
1275 DCHECK_NE(background_color_location_, -1); | |
1276 } | |
1277 | |
1278 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( | |
1279 TexCoordPrecision precision, | |
1280 SamplerType sampler) const { | |
1281 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1282 } | |
1283 | |
1284 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() { | |
1285 return SHADER0([]() { | |
1286 precision mediump float; | |
1287 varying TexCoordPrecision vec2 v_texCoord; | |
1288 varying float v_alpha; | |
1289 uniform vec4 background_color; | |
1290 uniform SamplerType s_texture; | |
1291 }); | |
1292 } | |
1293 | |
1294 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderBody() { | |
1295 return SHADER0([]() { | |
1296 void main() { | |
1297 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1298 texColor += background_color * (1.0 - texColor.a); | |
1299 gl_FragColor = texColor * v_alpha; | |
1300 } | |
1301 }); | |
1302 } | |
1303 | |
1304 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString( | |
1305 TexCoordPrecision precision, | |
1306 SamplerType sampler) const { | |
1307 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1308 } | |
1309 | |
1310 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderHead() { | |
1311 return SHADER0([]() { | |
1312 precision mediump float; | |
1313 varying TexCoordPrecision vec2 v_texCoord; | |
1314 varying float v_alpha; | |
1315 uniform vec4 background_color; | |
1316 uniform SamplerType s_texture; | |
1317 }); | |
1318 } | |
1319 | |
1320 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderBody() { | |
1321 return SHADER0([]() { | |
1322 void main() { | |
1323 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1324 texColor.rgb *= texColor.a; | |
1325 texColor += background_color * (1.0 - texColor.a); | |
1326 gl_FragColor = texColor * v_alpha; | |
1327 } | |
1328 }); | |
1329 } | |
1330 | |
1331 std::string FragmentShaderRGBATexOpaque::GetShaderString( | |
1332 TexCoordPrecision precision, | |
1333 SamplerType sampler) const { | |
1334 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1335 } | |
1336 | |
1337 std::string FragmentShaderRGBATexOpaque::GetShaderHead() { | |
1338 return SHADER0([]() { | |
1339 precision mediump float; | |
1340 varying TexCoordPrecision vec2 v_texCoord; | |
1341 uniform SamplerType s_texture; | |
1342 }); | |
1343 } | |
1344 | |
1345 std::string FragmentShaderRGBATexOpaque::GetShaderBody() { | |
1346 return SHADER0([]() { | |
1347 void main() { | |
1348 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1349 gl_FragColor = vec4(texColor.rgb, 1.0); | |
1350 } | |
1351 }); | |
1352 } | |
1353 | |
1354 std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision, | |
1355 SamplerType sampler) const { | |
1356 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1357 } | |
1358 | |
1359 std::string FragmentShaderRGBATex::GetShaderHead() { | |
1360 return SHADER0([]() { | |
1361 precision mediump float; | |
1362 varying TexCoordPrecision vec2 v_texCoord; | |
1363 uniform SamplerType s_texture; | |
1364 }); | |
1365 } | |
1366 | |
1367 std::string FragmentShaderRGBATex::GetShaderBody() { | |
1368 return SHADER0([]() { | |
1369 void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); } | |
1370 }); | |
1371 } | |
1372 | |
1373 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( | |
1374 TexCoordPrecision precision, | |
1375 SamplerType sampler) const { | |
1376 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1377 } | |
1378 | |
1379 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() { | |
1380 return SHADER0([]() { | |
1381 precision mediump float; | |
1382 varying TexCoordPrecision vec2 v_texCoord; | |
1383 uniform SamplerType s_texture; | |
1384 uniform float alpha; | |
1385 }); | |
1386 } | |
1387 | |
1388 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderBody() { | |
1389 return SHADER0([]() { | |
1390 void main() { | |
1391 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1392 gl_FragColor = | |
1393 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; | |
1394 } | |
1395 }); | |
1396 } | |
1397 | |
1398 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString( | |
1399 TexCoordPrecision precision, | |
1400 SamplerType sampler) const { | |
1401 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1402 } | |
1403 | |
1404 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderHead() { | |
1405 return SHADER0([]() { | |
1406 precision mediump float; | |
1407 varying TexCoordPrecision vec2 v_texCoord; | |
1408 uniform SamplerType s_texture; | |
1409 }); | |
1410 } | |
1411 | |
1412 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderBody() { | |
1413 return SHADER0([]() { | |
1414 void main() { | |
1415 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1416 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); | |
1417 } | |
1418 }); | |
1419 } | |
1420 | |
1421 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() | |
1422 : sampler_location_(-1), alpha_location_(-1) { | |
1423 } | |
1424 | |
1425 void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, | |
1426 unsigned program, | |
1427 int* base_uniform_index) { | |
1428 static const char* uniforms[] = { | |
1429 "s_texture", "alpha", BLEND_MODE_UNIFORMS, | |
1430 }; | |
1431 int locations[arraysize(uniforms)]; | |
1432 | |
1433 GetProgramUniformLocations(context, | |
1434 program, | |
1435 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, | |
1436 uniforms, | |
1437 locations, | |
1438 base_uniform_index); | |
1439 sampler_location_ = locations[0]; | |
1440 alpha_location_ = locations[1]; | |
1441 BLEND_MODE_SET_LOCATIONS(locations, 2); | |
1442 } | |
1443 | |
1444 std::string FragmentShaderRGBATexAlphaAA::GetShaderString( | |
1445 TexCoordPrecision precision, | |
1446 SamplerType sampler) const { | |
1447 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1448 } | |
1449 | |
1450 std::string FragmentShaderRGBATexAlphaAA::GetShaderHead() { | |
1451 return SHADER0([]() { | |
1452 precision mediump float; | |
1453 uniform SamplerType s_texture; | |
1454 uniform float alpha; | |
1455 varying TexCoordPrecision vec2 v_texCoord; | |
1456 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | |
1457 }); | |
1458 } | |
1459 | |
1460 std::string FragmentShaderRGBATexAlphaAA::GetShaderBody() { | |
1461 return SHADER0([]() { | |
1462 void main() { | |
1463 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1464 vec4 d4 = min(edge_dist[0], edge_dist[1]); | |
1465 vec2 d2 = min(d4.xz, d4.yw); | |
1466 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | |
1467 gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0); | |
1468 } | |
1469 }); | |
1470 } | |
1471 | |
1472 void FragmentShaderRGBATexAlphaAA::FillLocations( | |
1473 ShaderLocations* locations) const { | |
1474 locations->sampler = sampler_location(); | |
1475 locations->alpha = alpha_location(); | |
1476 locations->backdrop = backdrop_location(); | |
1477 locations->backdrop_rect = backdrop_rect_location(); | |
1478 } | |
1479 | |
1480 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() | |
1481 : sampler_location_(-1), | |
1482 alpha_location_(-1), | |
1483 fragment_tex_transform_location_(-1) { | |
1484 } | |
1485 | |
1486 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, | |
1487 unsigned program, | |
1488 int* base_uniform_index) { | |
1489 static const char* uniforms[] = { | |
1490 "s_texture", "alpha", "fragmentTexTransform", | |
1491 }; | |
1492 int locations[arraysize(uniforms)]; | |
1493 | |
1494 GetProgramUniformLocations(context, | |
1495 program, | |
1496 arraysize(uniforms), | |
1497 uniforms, | |
1498 locations, | |
1499 base_uniform_index); | |
1500 sampler_location_ = locations[0]; | |
1501 alpha_location_ = locations[1]; | |
1502 fragment_tex_transform_location_ = locations[2]; | |
1503 } | |
1504 | |
1505 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString( | |
1506 TexCoordPrecision precision, | |
1507 SamplerType sampler) const { | |
1508 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1509 } | |
1510 | |
1511 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderHead() { | |
1512 return SHADER0([]() { | |
1513 precision mediump float; | |
1514 uniform SamplerType s_texture; | |
1515 uniform float alpha; | |
1516 uniform TexCoordPrecision vec4 fragmentTexTransform; | |
1517 varying TexCoordPrecision vec2 v_texCoord; | |
1518 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | |
1519 }); | |
1520 } | |
1521 | |
1522 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderBody() { | |
1523 return SHADER0([]() { | |
1524 void main() { | |
1525 TexCoordPrecision vec2 texCoord = | |
1526 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + | |
1527 fragmentTexTransform.xy; | |
1528 vec4 texColor = TextureLookup(s_texture, texCoord); | |
1529 vec4 d4 = min(edge_dist[0], edge_dist[1]); | |
1530 vec2 d2 = min(d4.xz, d4.yw); | |
1531 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | |
1532 gl_FragColor = texColor * alpha * aa; | |
1533 } | |
1534 }); | |
1535 } | |
1536 | |
1537 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString( | |
1538 TexCoordPrecision precision, | |
1539 SamplerType sampler) const { | |
1540 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1541 } | |
1542 | |
1543 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderHead() { | |
1544 return SHADER0([]() { | |
1545 precision mediump float; | |
1546 uniform SamplerType s_texture; | |
1547 uniform float alpha; | |
1548 uniform TexCoordPrecision vec4 fragmentTexTransform; | |
1549 varying TexCoordPrecision vec2 v_texCoord; | |
1550 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | |
1551 }); | |
1552 } | |
1553 | |
1554 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderBody() { | |
1555 return SHADER0([]() { | |
1556 void main() { | |
1557 TexCoordPrecision vec2 texCoord = | |
1558 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + | |
1559 fragmentTexTransform.xy; | |
1560 vec4 texColor = TextureLookup(s_texture, texCoord); | |
1561 vec4 d4 = min(edge_dist[0], edge_dist[1]); | |
1562 vec2 d2 = min(d4.xz, d4.yw); | |
1563 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | |
1564 gl_FragColor = | |
1565 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * aa; | |
1566 } | |
1567 }); | |
1568 } | |
1569 | |
1570 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() | |
1571 : sampler_location_(-1), | |
1572 mask_sampler_location_(-1), | |
1573 alpha_location_(-1), | |
1574 mask_tex_coord_scale_location_(-1) { | |
1575 } | |
1576 | |
1577 void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, | |
1578 unsigned program, | |
1579 int* base_uniform_index) { | |
1580 static const char* uniforms[] = { | |
1581 "s_texture", | |
1582 "s_mask", | |
1583 "alpha", | |
1584 "maskTexCoordScale", | |
1585 "maskTexCoordOffset", | |
1586 BLEND_MODE_UNIFORMS, | |
1587 }; | |
1588 int locations[arraysize(uniforms)]; | |
1589 | |
1590 GetProgramUniformLocations(context, | |
1591 program, | |
1592 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, | |
1593 uniforms, | |
1594 locations, | |
1595 base_uniform_index); | |
1596 sampler_location_ = locations[0]; | |
1597 mask_sampler_location_ = locations[1]; | |
1598 alpha_location_ = locations[2]; | |
1599 mask_tex_coord_scale_location_ = locations[3]; | |
1600 mask_tex_coord_offset_location_ = locations[4]; | |
1601 BLEND_MODE_SET_LOCATIONS(locations, 5); | |
1602 } | |
1603 | |
1604 std::string FragmentShaderRGBATexAlphaMask::GetShaderString( | |
1605 TexCoordPrecision precision, | |
1606 SamplerType sampler) const { | |
1607 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1608 } | |
1609 | |
1610 std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() { | |
1611 return SHADER0([]() { | |
1612 precision mediump float; | |
1613 varying TexCoordPrecision vec2 v_texCoord; | |
1614 uniform sampler2D s_texture; | |
1615 uniform SamplerType s_mask; | |
1616 uniform TexCoordPrecision vec2 maskTexCoordScale; | |
1617 uniform TexCoordPrecision vec2 maskTexCoordOffset; | |
1618 uniform float alpha; | |
1619 }); | |
1620 } | |
1621 | |
1622 std::string FragmentShaderRGBATexAlphaMask::GetShaderBody() { | |
1623 return SHADER0([]() { | |
1624 void main() { | |
1625 vec4 texColor = texture2D(s_texture, v_texCoord); | |
1626 TexCoordPrecision vec2 maskTexCoord = | |
1627 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | |
1628 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | |
1629 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | |
1630 gl_FragColor = ApplyBlendMode( | |
1631 texColor * alpha * maskColor.w, maskColor.w); | |
1632 } | |
1633 }); | |
1634 } | |
1635 | |
1636 void FragmentShaderRGBATexAlphaMask::FillLocations( | |
1637 ShaderLocations* locations) const { | |
1638 locations->sampler = sampler_location(); | |
1639 locations->mask_sampler = mask_sampler_location(); | |
1640 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); | |
1641 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); | |
1642 locations->alpha = alpha_location(); | |
1643 locations->backdrop = backdrop_location(); | |
1644 locations->backdrop_rect = backdrop_rect_location(); | |
1645 if (mask_for_background()) | |
1646 locations->original_backdrop = original_backdrop_location(); | |
1647 } | |
1648 | |
1649 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() | |
1650 : sampler_location_(-1), | |
1651 mask_sampler_location_(-1), | |
1652 alpha_location_(-1), | |
1653 mask_tex_coord_scale_location_(-1), | |
1654 mask_tex_coord_offset_location_(-1) { | |
1655 } | |
1656 | |
1657 void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, | |
1658 unsigned program, | |
1659 int* base_uniform_index) { | |
1660 static const char* uniforms[] = { | |
1661 "s_texture", | |
1662 "s_mask", | |
1663 "alpha", | |
1664 "maskTexCoordScale", | |
1665 "maskTexCoordOffset", | |
1666 BLEND_MODE_UNIFORMS, | |
1667 }; | |
1668 int locations[arraysize(uniforms)]; | |
1669 | |
1670 GetProgramUniformLocations(context, | |
1671 program, | |
1672 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, | |
1673 uniforms, | |
1674 locations, | |
1675 base_uniform_index); | |
1676 sampler_location_ = locations[0]; | |
1677 mask_sampler_location_ = locations[1]; | |
1678 alpha_location_ = locations[2]; | |
1679 mask_tex_coord_scale_location_ = locations[3]; | |
1680 mask_tex_coord_offset_location_ = locations[4]; | |
1681 BLEND_MODE_SET_LOCATIONS(locations, 5); | |
1682 } | |
1683 | |
1684 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( | |
1685 TexCoordPrecision precision, | |
1686 SamplerType sampler) const { | |
1687 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1688 } | |
1689 | |
1690 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() { | |
1691 return SHADER0([]() { | |
1692 precision mediump float; | |
1693 uniform sampler2D s_texture; | |
1694 uniform SamplerType s_mask; | |
1695 uniform TexCoordPrecision vec2 maskTexCoordScale; | |
1696 uniform TexCoordPrecision vec2 maskTexCoordOffset; | |
1697 uniform float alpha; | |
1698 varying TexCoordPrecision vec2 v_texCoord; | |
1699 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | |
1700 }); | |
1701 } | |
1702 | |
1703 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() { | |
1704 return SHADER0([]() { | |
1705 void main() { | |
1706 vec4 texColor = texture2D(s_texture, v_texCoord); | |
1707 TexCoordPrecision vec2 maskTexCoord = | |
1708 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | |
1709 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | |
1710 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | |
1711 vec4 d4 = min(edge_dist[0], edge_dist[1]); | |
1712 vec2 d2 = min(d4.xz, d4.yw); | |
1713 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | |
1714 gl_FragColor = ApplyBlendMode( | |
1715 texColor * alpha * maskColor.w * aa, maskColor.w); | |
1716 } | |
1717 }); | |
1718 } | |
1719 | |
1720 void FragmentShaderRGBATexAlphaMaskAA::FillLocations( | |
1721 ShaderLocations* locations) const { | |
1722 locations->sampler = sampler_location(); | |
1723 locations->mask_sampler = mask_sampler_location(); | |
1724 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); | |
1725 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); | |
1726 locations->alpha = alpha_location(); | |
1727 locations->backdrop = backdrop_location(); | |
1728 locations->backdrop_rect = backdrop_rect_location(); | |
1729 if (mask_for_background()) | |
1730 locations->original_backdrop = original_backdrop_location(); | |
1731 } | |
1732 | |
1733 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: | |
1734 FragmentShaderRGBATexAlphaMaskColorMatrixAA() | |
1735 : sampler_location_(-1), | |
1736 mask_sampler_location_(-1), | |
1737 alpha_location_(-1), | |
1738 mask_tex_coord_scale_location_(-1), | |
1739 color_matrix_location_(-1), | |
1740 color_offset_location_(-1) { | |
1741 } | |
1742 | |
1743 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( | |
1744 GLES2Interface* context, | |
1745 unsigned program, | |
1746 int* base_uniform_index) { | |
1747 static const char* uniforms[] = { | |
1748 "s_texture", | |
1749 "s_mask", | |
1750 "alpha", | |
1751 "maskTexCoordScale", | |
1752 "maskTexCoordOffset", | |
1753 "colorMatrix", | |
1754 "colorOffset", | |
1755 BLEND_MODE_UNIFORMS, | |
1756 }; | |
1757 int locations[arraysize(uniforms)]; | |
1758 | |
1759 GetProgramUniformLocations(context, | |
1760 program, | |
1761 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, | |
1762 uniforms, | |
1763 locations, | |
1764 base_uniform_index); | |
1765 sampler_location_ = locations[0]; | |
1766 mask_sampler_location_ = locations[1]; | |
1767 alpha_location_ = locations[2]; | |
1768 mask_tex_coord_scale_location_ = locations[3]; | |
1769 mask_tex_coord_offset_location_ = locations[4]; | |
1770 color_matrix_location_ = locations[5]; | |
1771 color_offset_location_ = locations[6]; | |
1772 BLEND_MODE_SET_LOCATIONS(locations, 7); | |
1773 } | |
1774 | |
1775 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( | |
1776 TexCoordPrecision precision, | |
1777 SamplerType sampler) const { | |
1778 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1779 } | |
1780 | |
1781 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() { | |
1782 return SHADER0([]() { | |
1783 precision mediump float; | |
1784 uniform sampler2D s_texture; | |
1785 uniform SamplerType s_mask; | |
1786 uniform vec2 maskTexCoordScale; | |
1787 uniform vec2 maskTexCoordOffset; | |
1788 uniform mat4 colorMatrix; | |
1789 uniform vec4 colorOffset; | |
1790 uniform float alpha; | |
1791 varying TexCoordPrecision vec2 v_texCoord; | |
1792 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | |
1793 }); | |
1794 } | |
1795 | |
1796 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() { | |
1797 return SHADER0([]() { | |
1798 void main() { | |
1799 vec4 texColor = texture2D(s_texture, v_texCoord); | |
1800 float nonZeroAlpha = max(texColor.a, 0.00001); | |
1801 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | |
1802 texColor = colorMatrix * texColor + colorOffset; | |
1803 texColor.rgb *= texColor.a; | |
1804 texColor = clamp(texColor, 0.0, 1.0); | |
1805 TexCoordPrecision vec2 maskTexCoord = | |
1806 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | |
1807 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | |
1808 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | |
1809 vec4 d4 = min(edge_dist[0], edge_dist[1]); | |
1810 vec2 d2 = min(d4.xz, d4.yw); | |
1811 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | |
1812 gl_FragColor = ApplyBlendMode( | |
1813 texColor * alpha * maskColor.w * aa, maskColor.w); | |
1814 } | |
1815 }); | |
1816 } | |
1817 | |
1818 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations( | |
1819 ShaderLocations* locations) const { | |
1820 locations->sampler = sampler_location(); | |
1821 locations->alpha = alpha_location(); | |
1822 locations->mask_sampler = mask_sampler_location(); | |
1823 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); | |
1824 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); | |
1825 locations->color_matrix = color_matrix_location(); | |
1826 locations->color_offset = color_offset_location(); | |
1827 locations->backdrop = backdrop_location(); | |
1828 locations->backdrop_rect = backdrop_rect_location(); | |
1829 if (mask_for_background()) | |
1830 locations->original_backdrop = original_backdrop_location(); | |
1831 } | |
1832 | |
1833 FragmentShaderRGBATexAlphaColorMatrixAA:: | |
1834 FragmentShaderRGBATexAlphaColorMatrixAA() | |
1835 : sampler_location_(-1), | |
1836 alpha_location_(-1), | |
1837 color_matrix_location_(-1), | |
1838 color_offset_location_(-1) { | |
1839 } | |
1840 | |
1841 void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context, | |
1842 unsigned program, | |
1843 int* base_uniform_index) { | |
1844 static const char* uniforms[] = { | |
1845 "s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS, | |
1846 }; | |
1847 int locations[arraysize(uniforms)]; | |
1848 | |
1849 GetProgramUniformLocations(context, | |
1850 program, | |
1851 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, | |
1852 uniforms, | |
1853 locations, | |
1854 base_uniform_index); | |
1855 sampler_location_ = locations[0]; | |
1856 alpha_location_ = locations[1]; | |
1857 color_matrix_location_ = locations[2]; | |
1858 color_offset_location_ = locations[3]; | |
1859 BLEND_MODE_SET_LOCATIONS(locations, 4); | |
1860 } | |
1861 | |
1862 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( | |
1863 TexCoordPrecision precision, | |
1864 SamplerType sampler) const { | |
1865 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1866 } | |
1867 | |
1868 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderHead() { | |
1869 return SHADER0([]() { | |
1870 precision mediump float; | |
1871 uniform SamplerType s_texture; | |
1872 uniform float alpha; | |
1873 uniform mat4 colorMatrix; | |
1874 uniform vec4 colorOffset; | |
1875 varying TexCoordPrecision vec2 v_texCoord; | |
1876 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | |
1877 }); | |
1878 } | |
1879 | |
1880 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderBody() { | |
1881 return SHADER0([]() { | |
1882 void main() { | |
1883 vec4 texColor = TextureLookup(s_texture, v_texCoord); | |
1884 float nonZeroAlpha = max(texColor.a, 0.00001); | |
1885 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | |
1886 texColor = colorMatrix * texColor + colorOffset; | |
1887 texColor.rgb *= texColor.a; | |
1888 texColor = clamp(texColor, 0.0, 1.0); | |
1889 vec4 d4 = min(edge_dist[0], edge_dist[1]); | |
1890 vec2 d2 = min(d4.xz, d4.yw); | |
1891 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | |
1892 gl_FragColor = ApplyBlendMode(texColor * alpha * aa, 0.0); | |
1893 } | |
1894 }); | |
1895 } | |
1896 | |
1897 void FragmentShaderRGBATexAlphaColorMatrixAA::FillLocations( | |
1898 ShaderLocations* locations) const { | |
1899 locations->sampler = sampler_location(); | |
1900 locations->alpha = alpha_location(); | |
1901 locations->color_matrix = color_matrix_location(); | |
1902 locations->color_offset = color_offset_location(); | |
1903 locations->backdrop = backdrop_location(); | |
1904 locations->backdrop_rect = backdrop_rect_location(); | |
1905 } | |
1906 | |
1907 FragmentShaderRGBATexAlphaMaskColorMatrix:: | |
1908 FragmentShaderRGBATexAlphaMaskColorMatrix() | |
1909 : sampler_location_(-1), | |
1910 mask_sampler_location_(-1), | |
1911 alpha_location_(-1), | |
1912 mask_tex_coord_scale_location_(-1) { | |
1913 } | |
1914 | |
1915 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context, | |
1916 unsigned program, | |
1917 int* base_uniform_index) { | |
1918 static const char* uniforms[] = { | |
1919 "s_texture", | |
1920 "s_mask", | |
1921 "alpha", | |
1922 "maskTexCoordScale", | |
1923 "maskTexCoordOffset", | |
1924 "colorMatrix", | |
1925 "colorOffset", | |
1926 BLEND_MODE_UNIFORMS, | |
1927 }; | |
1928 int locations[arraysize(uniforms)]; | |
1929 | |
1930 GetProgramUniformLocations(context, | |
1931 program, | |
1932 arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS, | |
1933 uniforms, | |
1934 locations, | |
1935 base_uniform_index); | |
1936 sampler_location_ = locations[0]; | |
1937 mask_sampler_location_ = locations[1]; | |
1938 alpha_location_ = locations[2]; | |
1939 mask_tex_coord_scale_location_ = locations[3]; | |
1940 mask_tex_coord_offset_location_ = locations[4]; | |
1941 color_matrix_location_ = locations[5]; | |
1942 color_offset_location_ = locations[6]; | |
1943 BLEND_MODE_SET_LOCATIONS(locations, 7); | |
1944 } | |
1945 | |
1946 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( | |
1947 TexCoordPrecision precision, | |
1948 SamplerType sampler) const { | |
1949 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
1950 } | |
1951 | |
1952 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() { | |
1953 return SHADER0([]() { | |
1954 precision mediump float; | |
1955 varying TexCoordPrecision vec2 v_texCoord; | |
1956 uniform sampler2D s_texture; | |
1957 uniform SamplerType s_mask; | |
1958 uniform vec2 maskTexCoordScale; | |
1959 uniform vec2 maskTexCoordOffset; | |
1960 uniform mat4 colorMatrix; | |
1961 uniform vec4 colorOffset; | |
1962 uniform float alpha; | |
1963 }); | |
1964 } | |
1965 | |
1966 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() { | |
1967 return SHADER0([]() { | |
1968 void main() { | |
1969 vec4 texColor = texture2D(s_texture, v_texCoord); | |
1970 float nonZeroAlpha = max(texColor.a, 0.00001); | |
1971 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | |
1972 texColor = colorMatrix * texColor + colorOffset; | |
1973 texColor.rgb *= texColor.a; | |
1974 texColor = clamp(texColor, 0.0, 1.0); | |
1975 TexCoordPrecision vec2 maskTexCoord = | |
1976 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | |
1977 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | |
1978 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | |
1979 gl_FragColor = ApplyBlendMode( | |
1980 texColor * alpha * maskColor.w, maskColor.w); | |
1981 } | |
1982 }); | |
1983 } | |
1984 | |
1985 void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations( | |
1986 ShaderLocations* locations) const { | |
1987 locations->sampler = sampler_location(); | |
1988 locations->mask_sampler = mask_sampler_location(); | |
1989 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); | |
1990 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); | |
1991 locations->alpha = alpha_location(); | |
1992 locations->color_matrix = color_matrix_location(); | |
1993 locations->color_offset = color_offset_location(); | |
1994 locations->backdrop = backdrop_location(); | |
1995 locations->backdrop_rect = backdrop_rect_location(); | |
1996 if (mask_for_background()) | |
1997 locations->original_backdrop = original_backdrop_location(); | |
1998 } | |
1999 | |
2000 FragmentShaderYUVVideo::FragmentShaderYUVVideo() | |
2001 : y_texture_location_(-1), | |
2002 u_texture_location_(-1), | |
2003 v_texture_location_(-1), | |
2004 alpha_location_(-1), | |
2005 yuv_matrix_location_(-1), | |
2006 yuv_adj_location_(-1), | |
2007 clamp_rect_location_(-1) { | |
2008 } | |
2009 | |
2010 void FragmentShaderYUVVideo::Init(GLES2Interface* context, | |
2011 unsigned program, | |
2012 int* base_uniform_index) { | |
2013 static const char* uniforms[] = {"y_texture", | |
2014 "u_texture", | |
2015 "v_texture", | |
2016 "alpha", | |
2017 "yuv_matrix", | |
2018 "yuv_adj", | |
2019 "clamp_rect"}; | |
2020 int locations[arraysize(uniforms)]; | |
2021 | |
2022 GetProgramUniformLocations(context, | |
2023 program, | |
2024 arraysize(uniforms), | |
2025 uniforms, | |
2026 locations, | |
2027 base_uniform_index); | |
2028 y_texture_location_ = locations[0]; | |
2029 u_texture_location_ = locations[1]; | |
2030 v_texture_location_ = locations[2]; | |
2031 alpha_location_ = locations[3]; | |
2032 yuv_matrix_location_ = locations[4]; | |
2033 yuv_adj_location_ = locations[5]; | |
2034 clamp_rect_location_ = locations[6]; | |
2035 } | |
2036 | |
2037 std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, | |
2038 SamplerType sampler) const { | |
2039 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
2040 } | |
2041 | |
2042 std::string FragmentShaderYUVVideo::GetShaderHead() { | |
2043 return SHADER0([]() { | |
2044 precision mediump float; | |
2045 precision mediump int; | |
2046 varying TexCoordPrecision vec2 v_texCoord; | |
2047 uniform SamplerType y_texture; | |
2048 uniform SamplerType u_texture; | |
2049 uniform SamplerType v_texture; | |
2050 uniform float alpha; | |
2051 uniform vec3 yuv_adj; | |
2052 uniform mat3 yuv_matrix; | |
2053 uniform vec4 clamp_rect; | |
2054 }); | |
2055 } | |
2056 | |
2057 std::string FragmentShaderYUVVideo::GetShaderBody() { | |
2058 return SHADER0([]() { | |
2059 void main() { | |
2060 vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord)); | |
2061 float y_raw = TextureLookup(y_texture, clamped).x; | |
2062 float u_unsigned = TextureLookup(u_texture, clamped).x; | |
2063 float v_unsigned = TextureLookup(v_texture, clamped).x; | |
2064 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; | |
2065 vec3 rgb = yuv_matrix * yuv; | |
2066 gl_FragColor = vec4(rgb, 1.0) * alpha; | |
2067 } | |
2068 }); | |
2069 } | |
2070 | |
2071 FragmentShaderYUVAVideo::FragmentShaderYUVAVideo() | |
2072 : y_texture_location_(-1), | |
2073 u_texture_location_(-1), | |
2074 v_texture_location_(-1), | |
2075 a_texture_location_(-1), | |
2076 alpha_location_(-1), | |
2077 yuv_matrix_location_(-1), | |
2078 yuv_adj_location_(-1) { | |
2079 } | |
2080 | |
2081 void FragmentShaderYUVAVideo::Init(GLES2Interface* context, | |
2082 unsigned program, | |
2083 int* base_uniform_index) { | |
2084 static const char* uniforms[] = { | |
2085 "y_texture", | |
2086 "u_texture", | |
2087 "v_texture", | |
2088 "a_texture", | |
2089 "alpha", | |
2090 "cc_matrix", | |
2091 "yuv_adj", | |
2092 "clamp_rect", | |
2093 }; | |
2094 int locations[arraysize(uniforms)]; | |
2095 | |
2096 GetProgramUniformLocations(context, | |
2097 program, | |
2098 arraysize(uniforms), | |
2099 uniforms, | |
2100 locations, | |
2101 base_uniform_index); | |
2102 y_texture_location_ = locations[0]; | |
2103 u_texture_location_ = locations[1]; | |
2104 v_texture_location_ = locations[2]; | |
2105 a_texture_location_ = locations[3]; | |
2106 alpha_location_ = locations[4]; | |
2107 yuv_matrix_location_ = locations[5]; | |
2108 yuv_adj_location_ = locations[6]; | |
2109 clamp_rect_location_ = locations[7]; | |
2110 } | |
2111 | |
2112 std::string FragmentShaderYUVAVideo::GetShaderString( | |
2113 TexCoordPrecision precision, | |
2114 SamplerType sampler) const { | |
2115 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
2116 } | |
2117 | |
2118 std::string FragmentShaderYUVAVideo::GetShaderHead() { | |
2119 return SHADER0([]() { | |
2120 precision mediump float; | |
2121 precision mediump int; | |
2122 varying TexCoordPrecision vec2 v_texCoord; | |
2123 uniform SamplerType y_texture; | |
2124 uniform SamplerType u_texture; | |
2125 uniform SamplerType v_texture; | |
2126 uniform SamplerType a_texture; | |
2127 uniform float alpha; | |
2128 uniform vec3 yuv_adj; | |
2129 uniform mat3 yuv_matrix; | |
2130 uniform vec4 clamp_rect; | |
2131 }); | |
2132 } | |
2133 | |
2134 std::string FragmentShaderYUVAVideo::GetShaderBody() { | |
2135 return SHADER0([]() { | |
2136 void main() { | |
2137 vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord)); | |
2138 float y_raw = TextureLookup(y_texture, clamped).x; | |
2139 float u_unsigned = TextureLookup(u_texture, clamped).x; | |
2140 float v_unsigned = TextureLookup(v_texture, clamped).x; | |
2141 float a_raw = TextureLookup(a_texture, clamped).x; | |
2142 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; | |
2143 vec3 rgb = yuv_matrix * yuv; | |
2144 gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw); | |
2145 } | |
2146 }); | |
2147 } | |
2148 | |
2149 FragmentShaderColor::FragmentShaderColor() : color_location_(-1) { | |
2150 } | |
2151 | |
2152 void FragmentShaderColor::Init(GLES2Interface* context, | |
2153 unsigned program, | |
2154 int* base_uniform_index) { | |
2155 static const char* uniforms[] = { | |
2156 "color", | |
2157 }; | |
2158 int locations[arraysize(uniforms)]; | |
2159 | |
2160 GetProgramUniformLocations(context, | |
2161 program, | |
2162 arraysize(uniforms), | |
2163 uniforms, | |
2164 locations, | |
2165 base_uniform_index); | |
2166 color_location_ = locations[0]; | |
2167 } | |
2168 | |
2169 std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision, | |
2170 SamplerType sampler) const { | |
2171 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
2172 } | |
2173 | |
2174 std::string FragmentShaderColor::GetShaderHead() { | |
2175 return SHADER0([]() { | |
2176 precision mediump float; | |
2177 uniform vec4 color; | |
2178 }); | |
2179 } | |
2180 | |
2181 std::string FragmentShaderColor::GetShaderBody() { | |
2182 return SHADER0([]() { | |
2183 void main() { gl_FragColor = color; } | |
2184 }); | |
2185 } | |
2186 | |
2187 FragmentShaderColorAA::FragmentShaderColorAA() : color_location_(-1) { | |
2188 } | |
2189 | |
2190 void FragmentShaderColorAA::Init(GLES2Interface* context, | |
2191 unsigned program, | |
2192 int* base_uniform_index) { | |
2193 static const char* uniforms[] = { | |
2194 "color", | |
2195 }; | |
2196 int locations[arraysize(uniforms)]; | |
2197 | |
2198 GetProgramUniformLocations(context, | |
2199 program, | |
2200 arraysize(uniforms), | |
2201 uniforms, | |
2202 locations, | |
2203 base_uniform_index); | |
2204 color_location_ = locations[0]; | |
2205 } | |
2206 | |
2207 std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision, | |
2208 SamplerType sampler) const { | |
2209 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
2210 } | |
2211 | |
2212 std::string FragmentShaderColorAA::GetShaderHead() { | |
2213 return SHADER0([]() { | |
2214 precision mediump float; | |
2215 uniform vec4 color; | |
2216 varying vec4 edge_dist[2]; // 8 edge distances. | |
2217 }); | |
2218 } | |
2219 | |
2220 std::string FragmentShaderColorAA::GetShaderBody() { | |
2221 return SHADER0([]() { | |
2222 void main() { | |
2223 vec4 d4 = min(edge_dist[0], edge_dist[1]); | |
2224 vec2 d2 = min(d4.xz, d4.yw); | |
2225 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | |
2226 gl_FragColor = color * aa; | |
2227 } | |
2228 }); | |
2229 } | |
2230 | |
2231 FragmentShaderCheckerboard::FragmentShaderCheckerboard() | |
2232 : alpha_location_(-1), | |
2233 tex_transform_location_(-1), | |
2234 frequency_location_(-1) { | |
2235 } | |
2236 | |
2237 void FragmentShaderCheckerboard::Init(GLES2Interface* context, | |
2238 unsigned program, | |
2239 int* base_uniform_index) { | |
2240 static const char* uniforms[] = { | |
2241 "alpha", "texTransform", "frequency", "color", | |
2242 }; | |
2243 int locations[arraysize(uniforms)]; | |
2244 | |
2245 GetProgramUniformLocations(context, | |
2246 program, | |
2247 arraysize(uniforms), | |
2248 uniforms, | |
2249 locations, | |
2250 base_uniform_index); | |
2251 alpha_location_ = locations[0]; | |
2252 tex_transform_location_ = locations[1]; | |
2253 frequency_location_ = locations[2]; | |
2254 color_location_ = locations[3]; | |
2255 } | |
2256 | |
2257 std::string FragmentShaderCheckerboard::GetShaderString( | |
2258 TexCoordPrecision precision, | |
2259 SamplerType sampler) const { | |
2260 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | |
2261 } | |
2262 | |
2263 std::string FragmentShaderCheckerboard::GetShaderHead() { | |
2264 return SHADER0([]() { | |
2265 precision mediump float; | |
2266 precision mediump int; | |
2267 varying vec2 v_texCoord; | |
2268 uniform float alpha; | |
2269 uniform float frequency; | |
2270 uniform vec4 texTransform; | |
2271 uniform vec4 color; | |
2272 }); | |
2273 } | |
2274 | |
2275 std::string FragmentShaderCheckerboard::GetShaderBody() { | |
2276 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" | |
2277 // by Munshi, Ginsburg, Shreiner. | |
2278 return SHADER0([]() { | |
2279 void main() { | |
2280 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); | |
2281 vec4 color2 = color; | |
2282 vec2 texCoord = | |
2283 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; | |
2284 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | |
2285 float picker = abs(coord.x - coord.y); // NOLINT | |
2286 gl_FragColor = mix(color1, color2, picker) * alpha; | |
2287 } | |
2288 }); | |
2289 } | |
2290 | |
2291 } // namespace cc | |
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