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Unified Diff: cc/output/shader.cc

Issue 555133002: [WIP Experiment] Implement mix-blend-mode in GLRenderer using shaders. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: fix compile issue on mac Created 6 years, 3 months ago
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Index: cc/output/shader.cc
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
index 72d89d23c0983ac7ddb3ec44acb0809984f3a80f..d74cb034a77652245481647691a0da95843cae59 100644
--- a/cc/output/shader.cc
+++ b/cc/output/shader.cc
@@ -15,6 +15,11 @@
#define VERTEX_SHADER(Src) SetVertexTexCoordPrecision(SHADER0(Src))
#define FRAGMENT_SHADER(Src) SetFragmentTexCoordPrecision( \
precision, SetFragmentSamplerType(sampler, SHADER0(Src)))
+#define FRAGMENT_BLENDMODE_SHADER(Src) \
+ SetFragmentTexCoordPrecision( \
+ precision, \
+ SetFragmentSamplerType(sampler, \
+ SetBlendModeFunctions(blend_mode, SHADER0(Src))))
using gpu::gles2::GLES2Interface;
@@ -626,27 +631,353 @@ std::string VertexShaderVideoTransform::GetShaderString() const {
); // NOLINT(whitespace/parens)
}
+const char* FragmentTexBlendMode::kUniformBackdropTexture = "s_backdropTexture";
+const char* FragmentTexBlendMode::kUniformBackdropRect = "backdropRect";
+
+FragmentTexBlendMode::FragmentTexBlendMode()
+ : backdrop_location_(-1), backdrop_rect_location_(-1) {
+}
+
+std::string FragmentTexBlendMode::SetBlendModeFunctions(
+ SkXfermode::Mode blend_mode,
+ std::string shader_string) {
+ static const std::string kBlendModeFunctionsPlaceHolder(
+ "BlendColorFunctions");
+ auto placeholder_location =
+ shader_string.find(kBlendModeFunctionsPlaceHolder);
+ if (placeholder_location == std::string::npos)
+ return shader_string;
+
+ 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) {
+ outColor = outLum +
+ ((outColor - vec3(outLum, outLum, outLum)) * outLum) /
+ (outLum - minComp);
+ }
+ if (maxComp > alpha) {
+ 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;
+ }
+ );
+
+ static const std::string kHeaderBlending =
+ std::string("#define BackdropTextureUniform ") + kUniformBackdropTexture +
+ std::string("\n#define BackdropRectUniform ") + kUniformBackdropRect +
+ std::string("\n");
+
+ static const std::string kHeaderNoBlending = "\n#define blendColor(X) X\n";
+
+ std::string blend_mode_helper_functions;
+
+ static const std::string kCommonHeaderBlendingFunctions = SHADER0(
+ uniform SamplerType BackdropTextureUniform;
+ uniform TexCoordPrecision vec4 BackdropRectUniform;
+ vec4 getBackdropColor() {
+ TexCoordPrecision vec2 bgTexCoord =
+ gl_FragCoord.xy - BackdropRectUniform.xy;
+ bgTexCoord.x /= BackdropRectUniform.z;
+ bgTexCoord.y /= BackdropRectUniform.w;
+ return TextureLookup(BackdropTextureUniform, bgTexCoord);
+ }
+ vec4 blendColor(vec4 src) {
+ vec4 dst = getBackdropColor();
+ vec4 result;
+ result.a = src.a + (1.0 - src.a) * dst.a;
+ // result.rgb will be calculated inside the switch bellow.
+ );
+
+ std::string blend_mode_formula_rgb;
+
+ static const std::string kCommonFooterBlendingFunctions = SHADER0(
+ return result;
+ }
+ );
+
+ switch (blend_mode) {
+ case SkXfermode::kSrcOver_Mode:
+ // The default blend mode.
+ break;
+ case SkXfermode::kScreen_Mode:
+ case SkXfermode::kLighten_Mode:
+ // These blend modes are implemented using coefficients.
+ NOTREACHED();
+ break;
+ case SkXfermode::kOverlay_Mode:
+ blend_mode_helper_functions = kFunctionHardLight;
+ blend_mode_formula_rgb = SHADER0(
+ result.rgb = hardLight(dst, src);
+ );
+ break;
+ case SkXfermode::kDarken_Mode:
+ blend_mode_formula_rgb = SHADER0(
+ result.rgb = min((1.0 - src.a) * dst.rgb + src.rgb,
+ (1.0 - dst.a) * src.rgb + dst.rgb);
+ );
+ break;
+ case SkXfermode::kColorDodge_Mode:
+ blend_mode_helper_functions = kFunctionColorDodgeComponent;
+ blend_mode_formula_rgb = SHADER0(
+ 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);
+ );
+ break;
+ case SkXfermode::kColorBurn_Mode:
+ blend_mode_helper_functions = kFunctionColorBurnComponent;
+ blend_mode_formula_rgb = SHADER0(
+ 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);
+ );
+ break;
+ case SkXfermode::kHardLight_Mode:
+ blend_mode_helper_functions = kFunctionHardLight;
+ blend_mode_formula_rgb = SHADER0(
+ result.rgb = hardLight(src, dst);
+ );
+ break;
+ case SkXfermode::kSoftLight_Mode:
+ blend_mode_helper_functions = kFunctionSoftLightComponentPosDstAlpha;
+ blend_mode_formula_rgb = SHADER0(
+ if (0.0 == dst.a) {
+ result.rgba = src;
+ } 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);
+ }
+ );
+ break;
+ case SkXfermode::kDifference_Mode:
+ blend_mode_formula_rgb = SHADER0(
+ result.rgb = src.rgb + dst.rgb -
+ 2.0 * min(src.rgb * dst.a, dst.rgb * src.a);
+ );
+ break;
+ case SkXfermode::kExclusion_Mode:
+ blend_mode_formula_rgb = SHADER0(
+ result.rgb = dst.rgb + src.rgb - 2.0 * dst.rgb * src.rgb;
+ );
+ break;
+ case SkXfermode::kMultiply_Mode:
+ blend_mode_formula_rgb = SHADER0(
+ result.rgb = (1.0 - src.a) * dst.rgb +
+ (1.0 - dst.a) * src.rgb + src.rgb * dst.rgb;
+ );
+ break;
+ case SkXfermode::kHue_Mode:
+ blend_mode_helper_functions = kFunctionLum + kFunctionSat;
+ blend_mode_formula_rgb = SHADER0(
+ 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;
+ );
+ break;
+ case SkXfermode::kSaturation_Mode:
+ blend_mode_helper_functions = kFunctionLum + kFunctionSat;
+ blend_mode_formula_rgb = SHADER0(
+ 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;
+ );
+ break;
+ case SkXfermode::kColor_Mode:
+ blend_mode_helper_functions = kFunctionLum;
+ blend_mode_formula_rgb = SHADER0(
+ 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;
+ );
+ break;
+ case SkXfermode::kLuminosity_Mode:
+ blend_mode_helper_functions = kFunctionLum;
+ blend_mode_formula_rgb = SHADER0(
+ 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;
+ );
+ break;
+ default:
+ NOTREACHED();
+ }
+
+ if (blend_mode_formula_rgb.empty()) {
+ shader_string.replace(placeholder_location,
+ kBlendModeFunctionsPlaceHolder.length(),
+ std::string());
+ return kHeaderNoBlending + shader_string;
+ }
+
+ shader_string.replace(
enne (OOO) 2014/09/24 22:07:56 This is kind a bit sketchy. Why can't your macro
+ placeholder_location,
+ kBlendModeFunctionsPlaceHolder.length(),
+ blend_mode_helper_functions + kCommonHeaderBlendingFunctions +
+ blend_mode_formula_rgb + kCommonFooterBlendingFunctions);
+
+ return kHeaderBlending + shader_string;
+}
+
FragmentTexAlphaBinding::FragmentTexAlphaBinding()
: sampler_location_(-1),
alpha_location_(-1) {}
void FragmentTexAlphaBinding::Init(GLES2Interface* context,
unsigned program,
- int* base_uniform_index) {
+ int* base_uniform_index,
+ bool needs_backdrop_texture) {
static const char* uniforms[] = {
"s_texture",
"alpha",
+ kUniformBackdropTexture,
+ kUniformBackdropRect
};
int locations[arraysize(uniforms)];
+ size_t count = arraysize(uniforms) - (needs_backdrop_texture ? 0 : 2);
GetProgramUniformLocations(context,
program,
- arraysize(uniforms),
+ count,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
alpha_location_ = locations[1];
+ if (needs_backdrop_texture) {
+ backdrop_location_ = locations[2];
+ backdrop_rect_location_ = locations[3];
+ }
}
FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding()
@@ -657,7 +988,8 @@ FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding()
void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context,
unsigned program,
- int* base_uniform_index) {
+ int* base_uniform_index,
+ bool needs_backdrop_texture) {
static const char* uniforms[] = {
"s_texture",
"alpha",
@@ -699,21 +1031,26 @@ void FragmentTexOpaqueBinding::Init(GLES2Interface* context,
}
std::string FragmentShaderRGBATexAlpha::GetShaderString(
- TexCoordPrecision precision, SamplerType sampler) const {
- return FRAGMENT_SHADER(
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ SkXfermode::Mode blend_mode) const {
+ return FRAGMENT_BLENDMODE_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType s_texture;
uniform float alpha;
+ BlendColorFunctions
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
- gl_FragColor = texColor * alpha;
+ gl_FragColor = blendColor(texColor) * alpha;
}
); // NOLINT(whitespace/parens)
}
std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
- TexCoordPrecision precision, SamplerType sampler) const {
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ SkXfermode::Mode mode) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
@@ -882,38 +1219,48 @@ FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context,
unsigned program,
- int* base_uniform_index) {
+ int* base_uniform_index,
+ bool needs_backdrop_texture) {
static const char* uniforms[] = {
"s_texture",
"alpha",
+ kUniformBackdropTexture,
+ kUniformBackdropRect
};
int locations[arraysize(uniforms)];
+ size_t count = arraysize(uniforms) - (needs_backdrop_texture ? 0 : 2);
GetProgramUniformLocations(context,
program,
- arraysize(uniforms),
+ count,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
alpha_location_ = locations[1];
+ if (needs_backdrop_texture) {
+ backdrop_location_ = locations[2];
+ backdrop_rect_location_ = locations[3];
+ }
}
std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
- TexCoordPrecision precision, SamplerType sampler) const {
- return FRAGMENT_SHADER(
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ SkXfermode::Mode blend_mode) const {
+ return FRAGMENT_BLENDMODE_SHADER(
precision mediump float;
uniform SamplerType s_texture;
uniform float alpha;
varying TexCoordPrecision vec2 v_texCoord;
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
-
+ BlendColorFunctions
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 = texColor * alpha * aa;
+ gl_FragColor = blendColor(texColor) * alpha * aa;
}
); // NOLINT(whitespace/parens)
}
@@ -999,7 +1346,8 @@ FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
unsigned program,
- int* base_uniform_index) {
+ int* base_uniform_index,
+ bool needs_backdrop_texture) {
static const char* uniforms[] = {
"s_texture",
"s_mask",
@@ -1023,7 +1371,9 @@ void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
}
std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
- TexCoordPrecision precision, SamplerType sampler) const {
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ SkXfermode::Mode mode) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
@@ -1052,7 +1402,8 @@ FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
unsigned program,
- int* base_uniform_index) {
+ int* base_uniform_index,
+ bool needs_backdrop_texture) {
static const char* uniforms[] = {
"s_texture",
"s_mask",
@@ -1076,7 +1427,9 @@ void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
}
std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
- TexCoordPrecision precision, SamplerType sampler) const {
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ SkXfermode::Mode mode) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform SamplerType s_texture;
@@ -1113,7 +1466,8 @@ FragmentShaderRGBATexAlphaMaskColorMatrixAA::
void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
GLES2Interface* context,
unsigned program,
- int* base_uniform_index) {
+ int* base_uniform_index,
+ bool needs_backdrop_texture) {
static const char* uniforms[] = {
"s_texture",
"s_mask",
@@ -1141,7 +1495,9 @@ void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
}
std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
- TexCoordPrecision precision, SamplerType sampler) const {
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ SkXfermode::Mode mode) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform SamplerType s_texture;
@@ -1181,9 +1537,10 @@ FragmentShaderRGBATexAlphaColorMatrixAA::
color_offset_location_(-1) {}
void FragmentShaderRGBATexAlphaColorMatrixAA::Init(
- GLES2Interface* context,
- unsigned program,
- int* base_uniform_index) {
+ GLES2Interface* context,
+ unsigned program,
+ int* base_uniform_index,
+ bool needs_backdrop_texture) {
static const char* uniforms[] = {
"s_texture",
"alpha",
@@ -1205,7 +1562,9 @@ void FragmentShaderRGBATexAlphaColorMatrixAA::Init(
}
std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString(
- TexCoordPrecision precision, SamplerType sampler) const {
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ SkXfermode::Mode mode) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform SamplerType s_texture;
@@ -1240,7 +1599,8 @@ FragmentShaderRGBATexAlphaMaskColorMatrix::
void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(
GLES2Interface* context,
unsigned program,
- int* base_uniform_index) {
+ int* base_uniform_index,
+ bool needs_backdrop_texture) {
static const char* uniforms[] = {
"s_texture",
"s_mask",
@@ -1268,7 +1628,9 @@ void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(
}
std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString(
- TexCoordPrecision precision, SamplerType sampler) const {
+ TexCoordPrecision precision,
+ SamplerType sampler,
+ SkXfermode::Mode mode) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
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