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 |