| 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
|
|
|