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1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "cc/output/shader.h" | 5 #include "cc/output/shader.h" |
6 | 6 |
7 #include <stddef.h> | 7 #include <stddef.h> |
8 | 8 |
9 #include <algorithm> | 9 #include <algorithm> |
10 | 10 |
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745 uniform mat4 matrix; | 745 uniform mat4 matrix; |
746 uniform TexCoordPrecision mat4 texMatrix; | 746 uniform TexCoordPrecision mat4 texMatrix; |
747 varying TexCoordPrecision vec2 v_texCoord; | 747 varying TexCoordPrecision vec2 v_texCoord; |
748 }); | 748 }); |
749 } | 749 } |
750 | 750 |
751 std::string VertexShaderVideoTransform::GetShaderBody() { | 751 std::string VertexShaderVideoTransform::GetShaderBody() { |
752 return SHADER0([]() { | 752 return SHADER0([]() { |
753 void main() { | 753 void main() { |
754 gl_Position = matrix * a_position; | 754 gl_Position = matrix * a_position; |
755 v_texCoord = | 755 v_texCoord = (texMatrix * vec4(a_texCoord.xy, 0.0, 1.0)).xy; |
756 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); | |
757 } | 756 } |
758 }); | 757 }); |
759 } | 758 } |
760 | 759 |
761 #define BLEND_MODE_UNIFORMS "s_backdropTexture", \ | 760 #define BLEND_MODE_UNIFORMS "s_backdropTexture", \ |
762 "s_originalBackdropTexture", \ | 761 "s_originalBackdropTexture", \ |
763 "backdropRect" | 762 "backdropRect" |
764 #define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0) | 763 #define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0) |
765 #define BLEND_MODE_SET_LOCATIONS(X, POS) \ | 764 #define BLEND_MODE_SET_LOCATIONS(X, POS) \ |
766 if (has_blend_mode()) { \ | 765 if (has_blend_mode()) { \ |
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2204 void main() { | 2203 void main() { |
2205 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 2204 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
2206 vec2 d2 = min(d4.xz, d4.yw); | 2205 vec2 d2 = min(d4.xz, d4.yw); |
2207 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 2206 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
2208 gl_FragColor = color * aa; | 2207 gl_FragColor = color * aa; |
2209 } | 2208 } |
2210 }); | 2209 }); |
2211 } | 2210 } |
2212 | 2211 |
2213 } // namespace cc | 2212 } // namespace cc |
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