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Issue 2480763003: Fix vr_shell shader not compiling on Samsung phones. (Closed)
Patch Set: Created 4 years, 1 month ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved. 1 // Copyright 2016 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 "chrome/browser/android/vr_shell/vr_shell_renderer.h" 5 #include "chrome/browser/android/vr_shell/vr_shell_renderer.h"
6 6
7 #include "chrome/browser/android/vr_shell/vr_gl_util.h" 7 #include "chrome/browser/android/vr_shell/vr_gl_util.h"
8 8
9 namespace { 9 namespace {
10 10
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144 mediump float hole_alpha = 144 mediump float hole_alpha =
145 clamp((r - hole_radius) / color_feather_radius, 0.0, 1.0); 145 clamp((r - hole_radius) / color_feather_radius, 0.0, 1.0);
146 146
147 mediump float black_radius = mid_ring_end * ring_diameter; 147 mediump float black_radius = mid_ring_end * ring_diameter;
148 mediump float black_feather = 148 mediump float black_feather =
149 1.0 / (ring_diameter * 0.5 - black_radius); 149 1.0 / (ring_diameter * 0.5 - black_radius);
150 mediump float black_alpha_factor = 150 mediump float black_alpha_factor =
151 mid_ring_opacity * (1.0 - (r - black_radius) * black_feather); 151 mid_ring_opacity * (1.0 - (r - black_radius) * black_feather);
152 mediump float alpha = clamp( 152 mediump float alpha = clamp(
153 min(hole_alpha, max(color1, black_alpha_factor)), 0.0, 1.0); 153 min(hole_alpha, max(color1, black_alpha_factor)), 0.0, 1.0);
154 vec3 color_rgb = color1 * color.xyz; 154 lowp vec3 color_rgb = color1 * color.xyz;
155 gl_FragColor = vec4(color_rgb, color.w * alpha); 155 gl_FragColor = vec4(color_rgb, color.w * alpha);
156 }); 156 });
157 case vr_shell::ShaderID::LASER_FRAGMENT_SHADER: 157 case vr_shell::ShaderID::LASER_FRAGMENT_SHADER:
158 return SHADER( 158 return SHADER(
159 varying mediump vec2 v_TexCoordinate; 159 varying mediump vec2 v_TexCoordinate;
160 uniform sampler2D texture_unit; 160 uniform sampler2D texture_unit;
161 uniform lowp vec4 color; 161 uniform lowp vec4 color;
162 uniform mediump float fade_point; 162 uniform mediump float fade_point;
163 uniform mediump float fade_end; 163 uniform mediump float fade_end;
164 164
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448 448
449 VrShellRenderer::VrShellRenderer() 449 VrShellRenderer::VrShellRenderer()
450 : textured_quad_renderer_(new TexturedQuadRenderer), 450 : textured_quad_renderer_(new TexturedQuadRenderer),
451 webvr_renderer_(new WebVrRenderer), 451 webvr_renderer_(new WebVrRenderer),
452 reticle_renderer_(new ReticleRenderer), 452 reticle_renderer_(new ReticleRenderer),
453 laser_renderer_(new LaserRenderer) {} 453 laser_renderer_(new LaserRenderer) {}
454 454
455 VrShellRenderer::~VrShellRenderer() = default; 455 VrShellRenderer::~VrShellRenderer() = default;
456 456
457 } // namespace vr_shell 457 } // namespace vr_shell
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