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Unified Diff: cc/output/shader.cc

Issue 1533773002: Delete CC. (Closed) Base URL: git@github.com:domokit/mojo.git@cl-2e
Patch Set: rebase Created 5 years ago
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Index: cc/output/shader.cc
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
deleted file mode 100644
index 883b68353996e3857f0d463fd9d20f07fc6665b3..0000000000000000000000000000000000000000
--- a/cc/output/shader.cc
+++ /dev/null
@@ -1,2291 +0,0 @@
-// Copyright 2011 The Chromium Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-
-#include "cc/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
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