OLD | NEW |
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 <algorithm> | 7 #include <algorithm> |
8 | 8 |
9 #include "base/basictypes.h" | 9 #include "base/basictypes.h" |
10 #include "base/logging.h" | 10 #include "base/logging.h" |
11 #include "cc/output/gl_renderer.h" // For the GLC() macro. | 11 #include "cc/output/gl_renderer.h" // For the GLC() macro. |
12 #include "gpu/command_buffer/client/gles2_interface.h" | 12 #include "gpu/command_buffer/client/gles2_interface.h" |
13 | 13 |
14 #define SHADER0(Src) #Src | 14 #define SHADER0(Src) #Src |
15 #define VERTEX_SHADER(Src) SetVertexTexCoordPrecision(SHADER0(Src)) | 15 #define VERTEX_SHADER(Src) SetVertexTexCoordPrecision(SHADER0(Src)) |
16 #define FRAGMENT_SHADER(Src) SetFragmentTexCoordPrecision( \ | 16 #define FRAGMENT_SHADER(Src) \ |
17 precision, SetFragmentSamplerType(sampler, SHADER0(Src))) | 17 SetFragmentTexCoordPrecision(precision, \ |
| 18 SetFragmentSamplerType(sampler, SHADER0(Src))) |
18 | 19 |
19 using gpu::gles2::GLES2Interface; | 20 using gpu::gles2::GLES2Interface; |
20 | 21 |
21 namespace cc { | 22 namespace cc { |
22 | 23 |
23 namespace { | 24 namespace { |
24 | 25 |
25 static void GetProgramUniformLocations(GLES2Interface* context, | 26 static void GetProgramUniformLocations(GLES2Interface* context, |
26 unsigned program, | 27 unsigned program, |
27 size_t count, | 28 size_t count, |
28 const char** uniforms, | 29 const char** uniforms, |
29 int* locations, | 30 int* locations, |
30 int* base_uniform_index) { | 31 int* base_uniform_index) { |
31 for (size_t i = 0; i < count; i++) { | 32 for (size_t i = 0; i < count; i++) { |
32 locations[i] = (*base_uniform_index)++; | 33 locations[i] = (*base_uniform_index)++; |
33 context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]); | 34 context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]); |
34 } | 35 } |
35 } | 36 } |
36 | 37 |
37 static std::string SetFragmentTexCoordPrecision( | 38 static std::string SetFragmentTexCoordPrecision( |
38 TexCoordPrecision requested_precision, std::string shader_string) { | 39 TexCoordPrecision requested_precision, |
| 40 std::string shader_string) { |
39 switch (requested_precision) { | 41 switch (requested_precision) { |
40 case TexCoordPrecisionHigh: | 42 case TexCoordPrecisionHigh: |
41 DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); | 43 DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); |
42 return | 44 return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" |
43 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" | 45 " #define TexCoordPrecision highp\n" |
44 " #define TexCoordPrecision highp\n" | 46 "#else\n" |
45 "#else\n" | 47 " #define TexCoordPrecision mediump\n" |
46 " #define TexCoordPrecision mediump\n" | 48 "#endif\n" + |
47 "#endif\n" + | 49 shader_string; |
48 shader_string; | |
49 case TexCoordPrecisionMedium: | 50 case TexCoordPrecisionMedium: |
50 DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); | 51 DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); |
51 return "#define TexCoordPrecision mediump\n" + | 52 return "#define TexCoordPrecision mediump\n" + shader_string; |
52 shader_string; | |
53 case TexCoordPrecisionNA: | 53 case TexCoordPrecisionNA: |
54 DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos); | 54 DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos); |
55 DCHECK_EQ(shader_string.find("texture2D"), std::string::npos); | 55 DCHECK_EQ(shader_string.find("texture2D"), std::string::npos); |
56 DCHECK_EQ(shader_string.find("texture2DRect"), std::string::npos); | 56 DCHECK_EQ(shader_string.find("texture2DRect"), std::string::npos); |
57 return shader_string; | 57 return shader_string; |
58 default: | 58 default: |
59 NOTREACHED(); | 59 NOTREACHED(); |
60 break; | 60 break; |
61 } | 61 } |
62 return shader_string; | 62 return shader_string; |
63 } | 63 } |
64 | 64 |
65 static std::string SetVertexTexCoordPrecision(const char* shader_string) { | 65 static std::string SetVertexTexCoordPrecision(const char* shader_string) { |
66 // We unconditionally use highp in the vertex shader since | 66 // We unconditionally use highp in the vertex shader since |
67 // we are unlikely to be vertex shader bound when drawing large quads. | 67 // we are unlikely to be vertex shader bound when drawing large quads. |
68 // Also, some vertex shaders mutate the texture coordinate in such a | 68 // Also, some vertex shaders mutate the texture coordinate in such a |
69 // way that the effective precision might be lower than expected. | 69 // way that the effective precision might be lower than expected. |
70 return "#define TexCoordPrecision highp\n" + | 70 return "#define TexCoordPrecision highp\n" + std::string(shader_string); |
71 std::string(shader_string); | |
72 } | 71 } |
73 | 72 |
74 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, | 73 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
75 int *highp_threshold_cache, | 74 int* highp_threshold_cache, |
76 int highp_threshold_min, | 75 int highp_threshold_min, |
77 int x, int y) { | 76 int x, |
| 77 int y) { |
78 if (*highp_threshold_cache == 0) { | 78 if (*highp_threshold_cache == 0) { |
79 // Initialize range and precision with minimum spec values for when | 79 // Initialize range and precision with minimum spec values for when |
80 // GetShaderPrecisionFormat is a test stub. | 80 // GetShaderPrecisionFormat is a test stub. |
81 // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat | 81 // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat |
82 // everywhere. | 82 // everywhere. |
83 GLint range[2] = { 14, 14 }; | 83 GLint range[2] = {14, 14}; |
84 GLint precision = 10; | 84 GLint precision = 10; |
85 GLC(context, context->GetShaderPrecisionFormat(GL_FRAGMENT_SHADER, | 85 GLC(context, |
86 GL_MEDIUM_FLOAT, | 86 context->GetShaderPrecisionFormat( |
87 range, &precision)); | 87 GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT, range, &precision)); |
88 *highp_threshold_cache = 1 << precision; | 88 *highp_threshold_cache = 1 << precision; |
89 } | 89 } |
90 | 90 |
91 int highp_threshold = std::max(*highp_threshold_cache, highp_threshold_min); | 91 int highp_threshold = std::max(*highp_threshold_cache, highp_threshold_min); |
92 if (x > highp_threshold || y > highp_threshold) | 92 if (x > highp_threshold || y > highp_threshold) |
93 return TexCoordPrecisionHigh; | 93 return TexCoordPrecisionHigh; |
94 return TexCoordPrecisionMedium; | 94 return TexCoordPrecisionMedium; |
95 } | 95 } |
96 | 96 |
97 static std::string SetFragmentSamplerType( | 97 static std::string SetFragmentSamplerType(SamplerType requested_type, |
98 SamplerType requested_type, std::string shader_string) { | 98 std::string shader_string) { |
99 switch (requested_type) { | 99 switch (requested_type) { |
100 case SamplerType2D: | 100 case SamplerType2D: |
101 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); | 101 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); |
102 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); | 102 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); |
103 return | 103 return "#define SamplerType sampler2D\n" |
104 "#define SamplerType sampler2D\n" | 104 "#define TextureLookup texture2D\n" + |
105 "#define TextureLookup texture2D\n" + | 105 shader_string; |
106 shader_string; | |
107 case SamplerType2DRect: | 106 case SamplerType2DRect: |
108 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); | 107 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); |
109 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); | 108 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); |
110 return | 109 return "#extension GL_ARB_texture_rectangle : require\n" |
111 "#extension GL_ARB_texture_rectangle : require\n" | 110 "#define SamplerType sampler2DRect\n" |
112 "#define SamplerType sampler2DRect\n" | 111 "#define TextureLookup texture2DRect\n" + |
113 "#define TextureLookup texture2DRect\n" + | 112 shader_string; |
114 shader_string; | |
115 case SamplerTypeExternalOES: | 113 case SamplerTypeExternalOES: |
116 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); | 114 DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); |
117 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); | 115 DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); |
118 return | 116 return "#extension GL_OES_EGL_image_external : require\n" |
119 "#extension GL_OES_EGL_image_external : require\n" | 117 "#define SamplerType samplerExternalOES\n" |
120 "#define SamplerType samplerExternalOES\n" | 118 "#define TextureLookup texture2D\n" + |
121 "#define TextureLookup texture2D\n" + | 119 shader_string; |
122 shader_string; | |
123 case SamplerTypeNA: | 120 case SamplerTypeNA: |
124 DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos); | 121 DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos); |
125 DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos); | 122 DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos); |
126 return shader_string; | 123 return shader_string; |
127 default: | 124 default: |
128 NOTREACHED(); | 125 NOTREACHED(); |
129 break; | 126 break; |
130 } | 127 } |
131 return shader_string; | 128 return shader_string; |
132 } | 129 } |
133 | 130 |
134 } // namespace | 131 } // namespace |
135 | 132 |
136 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, | 133 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
137 int* highp_threshold_cache, | 134 int* highp_threshold_cache, |
138 int highp_threshold_min, | 135 int highp_threshold_min, |
139 const gfx::Point& max_coordinate) { | 136 const gfx::Point& max_coordinate) { |
140 return TexCoordPrecisionRequired(context, | 137 return TexCoordPrecisionRequired(context, |
141 highp_threshold_cache, highp_threshold_min, | 138 highp_threshold_cache, |
142 max_coordinate.x(), max_coordinate.y()); | 139 highp_threshold_min, |
| 140 max_coordinate.x(), |
| 141 max_coordinate.y()); |
143 } | 142 } |
144 | 143 |
145 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, | 144 TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
146 int *highp_threshold_cache, | 145 int* highp_threshold_cache, |
147 int highp_threshold_min, | 146 int highp_threshold_min, |
148 const gfx::Size& max_size) { | 147 const gfx::Size& max_size) { |
149 return TexCoordPrecisionRequired(context, | 148 return TexCoordPrecisionRequired(context, |
150 highp_threshold_cache, highp_threshold_min, | 149 highp_threshold_cache, |
151 max_size.width(), max_size.height()); | 150 highp_threshold_min, |
| 151 max_size.width(), |
| 152 max_size.height()); |
152 } | 153 } |
153 | 154 |
154 VertexShaderPosTex::VertexShaderPosTex() | 155 VertexShaderPosTex::VertexShaderPosTex() : matrix_location_(-1) { |
155 : matrix_location_(-1) {} | 156 } |
156 | 157 |
157 void VertexShaderPosTex::Init(GLES2Interface* context, | 158 void VertexShaderPosTex::Init(GLES2Interface* context, |
158 unsigned program, | 159 unsigned program, |
159 int* base_uniform_index) { | 160 int* base_uniform_index) { |
160 static const char* uniforms[] = { | 161 static const char* uniforms[] = { |
161 "matrix", | 162 "matrix", |
162 }; | 163 }; |
163 int locations[arraysize(uniforms)]; | 164 int locations[arraysize(uniforms)]; |
164 | 165 |
165 GetProgramUniformLocations(context, | 166 GetProgramUniformLocations(context, |
166 program, | 167 program, |
167 arraysize(uniforms), | 168 arraysize(uniforms), |
168 uniforms, | 169 uniforms, |
169 locations, | 170 locations, |
170 base_uniform_index); | 171 base_uniform_index); |
171 matrix_location_ = locations[0]; | 172 matrix_location_ = locations[0]; |
172 } | 173 } |
173 | 174 |
174 std::string VertexShaderPosTex::GetShaderString() const { | 175 std::string VertexShaderPosTex::GetShaderString() const { |
| 176 // clang-format off |
175 return VERTEX_SHADER( | 177 return VERTEX_SHADER( |
176 attribute vec4 a_position; | 178 // clang-format on |
177 attribute TexCoordPrecision vec2 a_texCoord; | 179 attribute vec4 a_position; |
178 uniform mat4 matrix; | 180 attribute TexCoordPrecision vec2 a_texCoord; |
179 varying TexCoordPrecision vec2 v_texCoord; | 181 uniform mat4 matrix; |
180 void main() { | 182 varying TexCoordPrecision vec2 v_texCoord; |
181 gl_Position = matrix * a_position; | 183 void main() { |
182 v_texCoord = a_texCoord; | 184 gl_Position = matrix * a_position; |
183 } | 185 v_texCoord = a_texCoord; |
| 186 } |
| 187 // clang-format off |
184 ); // NOLINT(whitespace/parens) | 188 ); // NOLINT(whitespace/parens) |
| 189 // clang-format on |
185 } | 190 } |
186 | 191 |
187 VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset() | 192 VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset() |
188 : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) {} | 193 : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) { |
| 194 } |
189 | 195 |
190 void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context, | 196 void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context, |
191 unsigned program, | 197 unsigned program, |
192 int* base_uniform_index) { | 198 int* base_uniform_index) { |
193 static const char* uniforms[] = { | 199 static const char* uniforms[] = { |
194 "matrix", | 200 "matrix", "texScale", "texOffset", |
195 "texScale", | |
196 "texOffset", | |
197 }; | 201 }; |
198 int locations[arraysize(uniforms)]; | 202 int locations[arraysize(uniforms)]; |
199 | 203 |
200 GetProgramUniformLocations(context, | 204 GetProgramUniformLocations(context, |
201 program, | 205 program, |
202 arraysize(uniforms), | 206 arraysize(uniforms), |
203 uniforms, | 207 uniforms, |
204 locations, | 208 locations, |
205 base_uniform_index); | 209 base_uniform_index); |
206 matrix_location_ = locations[0]; | 210 matrix_location_ = locations[0]; |
207 tex_scale_location_ = locations[1]; | 211 tex_scale_location_ = locations[1]; |
208 tex_offset_location_ = locations[2]; | 212 tex_offset_location_ = locations[2]; |
209 } | 213 } |
210 | 214 |
211 std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const { | 215 std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const { |
| 216 // clang-format off |
212 return VERTEX_SHADER( | 217 return VERTEX_SHADER( |
213 precision mediump float; | 218 // clang-format on |
214 attribute vec4 a_position; | 219 precision mediump float; |
215 attribute TexCoordPrecision vec2 a_texCoord; | 220 attribute vec4 a_position; |
216 uniform mat4 matrix; | 221 attribute TexCoordPrecision vec2 a_texCoord; |
217 varying TexCoordPrecision vec2 v_texCoord; | 222 uniform mat4 matrix; |
218 uniform TexCoordPrecision vec2 texScale; | 223 varying TexCoordPrecision vec2 v_texCoord; |
219 uniform TexCoordPrecision vec2 texOffset; | 224 uniform TexCoordPrecision vec2 texScale; |
220 void main() { | 225 uniform TexCoordPrecision vec2 texOffset; |
| 226 void main() { |
221 gl_Position = matrix * a_position; | 227 gl_Position = matrix * a_position; |
222 v_texCoord = a_texCoord * texScale + texOffset; | 228 v_texCoord = a_texCoord * texScale + texOffset; |
223 } | 229 } |
| 230 // clang-format off |
224 ); // NOLINT(whitespace/parens) | 231 ); // NOLINT(whitespace/parens) |
| 232 // clang-format on |
225 } | 233 } |
226 | 234 |
227 VertexShaderPos::VertexShaderPos() | 235 VertexShaderPos::VertexShaderPos() : matrix_location_(-1) { |
228 : matrix_location_(-1) {} | 236 } |
229 | 237 |
230 void VertexShaderPos::Init(GLES2Interface* context, | 238 void VertexShaderPos::Init(GLES2Interface* context, |
231 unsigned program, | 239 unsigned program, |
232 int* base_uniform_index) { | 240 int* base_uniform_index) { |
233 static const char* uniforms[] = { | 241 static const char* uniforms[] = { |
234 "matrix", | 242 "matrix", |
235 }; | 243 }; |
236 int locations[arraysize(uniforms)]; | 244 int locations[arraysize(uniforms)]; |
237 | 245 |
238 GetProgramUniformLocations(context, | 246 GetProgramUniformLocations(context, |
239 program, | 247 program, |
240 arraysize(uniforms), | 248 arraysize(uniforms), |
241 uniforms, | 249 uniforms, |
242 locations, | 250 locations, |
243 base_uniform_index); | 251 base_uniform_index); |
244 matrix_location_ = locations[0]; | 252 matrix_location_ = locations[0]; |
245 } | 253 } |
246 | 254 |
247 std::string VertexShaderPos::GetShaderString() const { | 255 std::string VertexShaderPos::GetShaderString() const { |
| 256 // clang-format off |
248 return VERTEX_SHADER( | 257 return VERTEX_SHADER( |
249 attribute vec4 a_position; | 258 // clang-format on |
250 uniform mat4 matrix; | 259 attribute vec4 a_position; |
251 void main() { | 260 uniform mat4 matrix; |
252 gl_Position = matrix * a_position; | 261 void main() { gl_Position = matrix * a_position; } |
253 } | 262 // clang-format off |
254 ); // NOLINT(whitespace/parens) | 263 ); // NOLINT(whitespace/parens) |
| 264 // clang-format on |
255 } | 265 } |
256 | 266 |
257 VertexShaderPosTexTransform::VertexShaderPosTexTransform() | 267 VertexShaderPosTexTransform::VertexShaderPosTexTransform() |
258 : matrix_location_(-1), | 268 : matrix_location_(-1), |
259 tex_transform_location_(-1), | 269 tex_transform_location_(-1), |
260 vertex_opacity_location_(-1) {} | 270 vertex_opacity_location_(-1) { |
| 271 } |
261 | 272 |
262 void VertexShaderPosTexTransform::Init(GLES2Interface* context, | 273 void VertexShaderPosTexTransform::Init(GLES2Interface* context, |
263 unsigned program, | 274 unsigned program, |
264 int* base_uniform_index) { | 275 int* base_uniform_index) { |
265 static const char* uniforms[] = { | 276 static const char* uniforms[] = { |
266 "matrix", | 277 "matrix", "texTransform", "opacity", |
267 "texTransform", | |
268 "opacity", | |
269 }; | 278 }; |
270 int locations[arraysize(uniforms)]; | 279 int locations[arraysize(uniforms)]; |
271 | 280 |
272 GetProgramUniformLocations(context, | 281 GetProgramUniformLocations(context, |
273 program, | 282 program, |
274 arraysize(uniforms), | 283 arraysize(uniforms), |
275 uniforms, | 284 uniforms, |
276 locations, | 285 locations, |
277 base_uniform_index); | 286 base_uniform_index); |
278 matrix_location_ = locations[0]; | 287 matrix_location_ = locations[0]; |
279 tex_transform_location_ = locations[1]; | 288 tex_transform_location_ = locations[1]; |
280 vertex_opacity_location_ = locations[2]; | 289 vertex_opacity_location_ = locations[2]; |
281 } | 290 } |
282 | 291 |
283 std::string VertexShaderPosTexTransform::GetShaderString() const { | 292 std::string VertexShaderPosTexTransform::GetShaderString() const { |
| 293 // clang-format off |
284 return VERTEX_SHADER( | 294 return VERTEX_SHADER( |
285 attribute vec4 a_position; | 295 // clang-format on |
286 attribute TexCoordPrecision vec2 a_texCoord; | 296 attribute vec4 a_position; |
287 attribute float a_index; | 297 attribute TexCoordPrecision vec2 a_texCoord; |
288 uniform mat4 matrix[8]; | 298 attribute float a_index; |
289 uniform TexCoordPrecision vec4 texTransform[8]; | 299 uniform mat4 matrix[8]; |
290 uniform float opacity[32]; | 300 uniform TexCoordPrecision vec4 texTransform[8]; |
291 varying TexCoordPrecision vec2 v_texCoord; | 301 uniform float opacity[32]; |
292 varying float v_alpha; | 302 varying TexCoordPrecision vec2 v_texCoord; |
293 void main() { | 303 varying float v_alpha; |
294 int quad_index = int(a_index * 0.25); // NOLINT | 304 void main() { |
295 gl_Position = matrix[quad_index] * a_position; | 305 int quad_index = int(a_index * 0.25); // NOLINT |
296 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; | 306 gl_Position = matrix[quad_index] * a_position; |
297 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 307 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; |
298 v_alpha = opacity[int(a_index)]; // NOLINT | 308 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
299 } | 309 v_alpha = opacity[int(a_index)]; // NOLINT |
| 310 } |
| 311 // clang-format off |
300 ); // NOLINT(whitespace/parens) | 312 ); // NOLINT(whitespace/parens) |
| 313 // clang-format on |
301 } | 314 } |
302 | 315 |
303 std::string VertexShaderPosTexIdentity::GetShaderString() const { | 316 std::string VertexShaderPosTexIdentity::GetShaderString() const { |
| 317 // clang-format off |
304 return VERTEX_SHADER( | 318 return VERTEX_SHADER( |
305 attribute vec4 a_position; | 319 // clang-format on |
306 varying TexCoordPrecision vec2 v_texCoord; | 320 attribute vec4 a_position; |
307 void main() { | 321 varying TexCoordPrecision vec2 v_texCoord; |
308 gl_Position = a_position; | 322 void main() { |
309 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; | 323 gl_Position = a_position; |
310 } | 324 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
| 325 } |
| 326 // clang-format off |
311 ); // NOLINT(whitespace/parens) | 327 ); // NOLINT(whitespace/parens) |
| 328 // clang-format on |
312 } | 329 } |
313 | 330 |
314 VertexShaderQuad::VertexShaderQuad() | 331 VertexShaderQuad::VertexShaderQuad() |
315 : matrix_location_(-1), | 332 : matrix_location_(-1), quad_location_(-1) { |
316 quad_location_(-1) {} | 333 } |
317 | 334 |
318 void VertexShaderQuad::Init(GLES2Interface* context, | 335 void VertexShaderQuad::Init(GLES2Interface* context, |
319 unsigned program, | 336 unsigned program, |
320 int* base_uniform_index) { | 337 int* base_uniform_index) { |
321 static const char* uniforms[] = { | 338 static const char* uniforms[] = { |
322 "matrix", | 339 "matrix", "quad", |
323 "quad", | |
324 }; | 340 }; |
325 int locations[arraysize(uniforms)]; | 341 int locations[arraysize(uniforms)]; |
326 | 342 |
327 GetProgramUniformLocations(context, | 343 GetProgramUniformLocations(context, |
328 program, | 344 program, |
329 arraysize(uniforms), | 345 arraysize(uniforms), |
330 uniforms, | 346 uniforms, |
331 locations, | 347 locations, |
332 base_uniform_index); | 348 base_uniform_index); |
333 matrix_location_ = locations[0]; | 349 matrix_location_ = locations[0]; |
334 quad_location_ = locations[1]; | 350 quad_location_ = locations[1]; |
335 } | 351 } |
336 | 352 |
337 std::string VertexShaderQuad::GetShaderString() const { | 353 std::string VertexShaderQuad::GetShaderString() const { |
338 #if defined(OS_ANDROID) | 354 #if defined(OS_ANDROID) |
339 // TODO(epenner): Find the cause of this 'quad' uniform | 355 // TODO(epenner): Find the cause of this 'quad' uniform |
340 // being missing if we don't add dummy variables. | 356 // being missing if we don't add dummy variables. |
341 // http://crbug.com/240602 | 357 // http://crbug.com/240602 |
| 358 // clang-format off |
342 return VERTEX_SHADER( | 359 return VERTEX_SHADER( |
343 attribute TexCoordPrecision vec4 a_position; | 360 // clang-format on |
344 attribute float a_index; | 361 attribute TexCoordPrecision vec4 a_position; |
345 uniform mat4 matrix; | 362 attribute float a_index; |
346 uniform TexCoordPrecision vec2 quad[4]; | 363 uniform mat4 matrix; |
347 uniform TexCoordPrecision vec2 dummy_uniform; | 364 uniform TexCoordPrecision vec2 quad[4]; |
348 varying TexCoordPrecision vec2 dummy_varying; | 365 uniform TexCoordPrecision vec2 dummy_uniform; |
349 void main() { | 366 varying TexCoordPrecision vec2 dummy_varying; |
350 vec2 pos = quad[int(a_index)]; // NOLINT | 367 void main() { |
351 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 368 vec2 pos = quad[int(a_index)]; // NOLINT |
352 dummy_varying = dummy_uniform; | 369 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
353 } | 370 dummy_varying = dummy_uniform; |
| 371 } |
| 372 // clang-format off |
354 ); // NOLINT(whitespace/parens) | 373 ); // NOLINT(whitespace/parens) |
| 374 // clang-format on |
355 #else | 375 #else |
| 376 // clang-format off |
356 return VERTEX_SHADER( | 377 return VERTEX_SHADER( |
357 attribute TexCoordPrecision vec4 a_position; | 378 // clang-format on |
358 attribute float a_index; | 379 attribute TexCoordPrecision vec4 a_position; |
359 uniform mat4 matrix; | 380 attribute float a_index; |
360 uniform TexCoordPrecision vec2 quad[4]; | 381 uniform mat4 matrix; |
361 void main() { | 382 uniform TexCoordPrecision vec2 quad[4]; |
362 vec2 pos = quad[int(a_index)]; // NOLINT | 383 void main() { |
363 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 384 vec2 pos = quad[int(a_index)]; // NOLINT |
364 } | 385 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| 386 } |
| 387 // clang-format off |
365 ); // NOLINT(whitespace/parens) | 388 ); // NOLINT(whitespace/parens) |
| 389 // clang-format on |
366 #endif | 390 #endif |
367 } | 391 } |
368 | 392 |
369 VertexShaderQuadAA::VertexShaderQuadAA() | 393 VertexShaderQuadAA::VertexShaderQuadAA() |
370 : matrix_location_(-1), | 394 : matrix_location_(-1), |
371 viewport_location_(-1), | 395 viewport_location_(-1), |
372 quad_location_(-1), | 396 quad_location_(-1), |
373 edge_location_(-1) {} | 397 edge_location_(-1) { |
| 398 } |
374 | 399 |
375 void VertexShaderQuadAA::Init(GLES2Interface* context, | 400 void VertexShaderQuadAA::Init(GLES2Interface* context, |
376 unsigned program, | 401 unsigned program, |
377 int* base_uniform_index) { | 402 int* base_uniform_index) { |
378 static const char* uniforms[] = { | 403 static const char* uniforms[] = { |
379 "matrix", | 404 "matrix", "viewport", "quad", "edge", |
380 "viewport", | |
381 "quad", | |
382 "edge", | |
383 }; | 405 }; |
384 int locations[arraysize(uniforms)]; | 406 int locations[arraysize(uniforms)]; |
385 | 407 |
386 GetProgramUniformLocations(context, | 408 GetProgramUniformLocations(context, |
387 program, | 409 program, |
388 arraysize(uniforms), | 410 arraysize(uniforms), |
389 uniforms, | 411 uniforms, |
390 locations, | 412 locations, |
391 base_uniform_index); | 413 base_uniform_index); |
392 matrix_location_ = locations[0]; | 414 matrix_location_ = locations[0]; |
393 viewport_location_ = locations[1]; | 415 viewport_location_ = locations[1]; |
394 quad_location_ = locations[2]; | 416 quad_location_ = locations[2]; |
395 edge_location_ = locations[3]; | 417 edge_location_ = locations[3]; |
396 } | 418 } |
397 | 419 |
398 std::string VertexShaderQuadAA::GetShaderString() const { | 420 std::string VertexShaderQuadAA::GetShaderString() const { |
| 421 // clang-format off |
399 return VERTEX_SHADER( | 422 return VERTEX_SHADER( |
400 attribute TexCoordPrecision vec4 a_position; | 423 // clang-format on |
401 attribute float a_index; | 424 attribute TexCoordPrecision vec4 a_position; |
402 uniform mat4 matrix; | 425 attribute float a_index; |
403 uniform vec4 viewport; | 426 uniform mat4 matrix; |
404 uniform TexCoordPrecision vec2 quad[4]; | 427 uniform vec4 viewport; |
405 uniform TexCoordPrecision vec3 edge[8]; | 428 uniform TexCoordPrecision vec2 quad[4]; |
406 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 429 uniform TexCoordPrecision vec3 edge[8]; |
| 430 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
407 | 431 |
408 void main() { | 432 void main() { |
409 vec2 pos = quad[int(a_index)]; // NOLINT | 433 vec2 pos = quad[int(a_index)]; // NOLINT |
410 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 434 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
411 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); | 435 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
412 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); | 436 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
413 edge_dist[0] = vec4(dot(edge[0], screen_pos), | 437 edge_dist[0] = vec4(dot(edge[0], screen_pos), |
414 dot(edge[1], screen_pos), | 438 dot(edge[1], screen_pos), |
415 dot(edge[2], screen_pos), | 439 dot(edge[2], screen_pos), |
416 dot(edge[3], screen_pos)) * gl_Position.w; | 440 dot(edge[3], screen_pos)) * |
417 edge_dist[1] = vec4(dot(edge[4], screen_pos), | 441 gl_Position.w; |
418 dot(edge[5], screen_pos), | 442 edge_dist[1] = vec4(dot(edge[4], screen_pos), |
419 dot(edge[6], screen_pos), | 443 dot(edge[5], screen_pos), |
420 dot(edge[7], screen_pos)) * gl_Position.w; | 444 dot(edge[6], screen_pos), |
421 } | 445 dot(edge[7], screen_pos)) * |
| 446 gl_Position.w; |
| 447 } |
| 448 // clang-format off |
422 ); // NOLINT(whitespace/parens) | 449 ); // NOLINT(whitespace/parens) |
| 450 // clang-format on |
423 } | 451 } |
424 | 452 |
425 VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA() | 453 VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA() |
426 : matrix_location_(-1), | 454 : matrix_location_(-1), |
427 viewport_location_(-1), | 455 viewport_location_(-1), |
428 quad_location_(-1), | 456 quad_location_(-1), |
429 edge_location_(-1), | 457 edge_location_(-1), |
430 tex_transform_location_(-1) {} | 458 tex_transform_location_(-1) { |
| 459 } |
431 | 460 |
432 void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context, | 461 void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context, |
433 unsigned program, | 462 unsigned program, |
434 int* base_uniform_index) { | 463 int* base_uniform_index) { |
435 static const char* uniforms[] = { | 464 static const char* uniforms[] = { |
436 "matrix", | 465 "matrix", "viewport", "quad", "edge", "texTrans", |
437 "viewport", | |
438 "quad", | |
439 "edge", | |
440 "texTrans", | |
441 }; | 466 }; |
442 int locations[arraysize(uniforms)]; | 467 int locations[arraysize(uniforms)]; |
443 | 468 |
444 GetProgramUniformLocations(context, | 469 GetProgramUniformLocations(context, |
445 program, | 470 program, |
446 arraysize(uniforms), | 471 arraysize(uniforms), |
447 uniforms, | 472 uniforms, |
448 locations, | 473 locations, |
449 base_uniform_index); | 474 base_uniform_index); |
450 matrix_location_ = locations[0]; | 475 matrix_location_ = locations[0]; |
451 viewport_location_ = locations[1]; | 476 viewport_location_ = locations[1]; |
452 quad_location_ = locations[2]; | 477 quad_location_ = locations[2]; |
453 edge_location_ = locations[3]; | 478 edge_location_ = locations[3]; |
454 tex_transform_location_ = locations[4]; | 479 tex_transform_location_ = locations[4]; |
455 } | 480 } |
456 | 481 |
457 std::string VertexShaderQuadTexTransformAA::GetShaderString() const { | 482 std::string VertexShaderQuadTexTransformAA::GetShaderString() const { |
| 483 // clang-format off |
458 return VERTEX_SHADER( | 484 return VERTEX_SHADER( |
459 attribute TexCoordPrecision vec4 a_position; | 485 // clang-format on |
460 attribute float a_index; | 486 attribute TexCoordPrecision vec4 a_position; |
461 uniform mat4 matrix; | 487 attribute float a_index; |
462 uniform vec4 viewport; | 488 uniform mat4 matrix; |
463 uniform TexCoordPrecision vec2 quad[4]; | 489 uniform vec4 viewport; |
464 uniform TexCoordPrecision vec3 edge[8]; | 490 uniform TexCoordPrecision vec2 quad[4]; |
465 uniform TexCoordPrecision vec4 texTrans; | 491 uniform TexCoordPrecision vec3 edge[8]; |
466 varying TexCoordPrecision vec2 v_texCoord; | 492 uniform TexCoordPrecision vec4 texTrans; |
467 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 493 varying TexCoordPrecision vec2 v_texCoord; |
| 494 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
468 | 495 |
469 void main() { | 496 void main() { |
470 vec2 pos = quad[int(a_index)]; // NOLINT | 497 vec2 pos = quad[int(a_index)]; // NOLINT |
471 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 498 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
472 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); | 499 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
473 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); | 500 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
474 edge_dist[0] = vec4(dot(edge[0], screen_pos), | 501 edge_dist[0] = vec4(dot(edge[0], screen_pos), |
475 dot(edge[1], screen_pos), | 502 dot(edge[1], screen_pos), |
476 dot(edge[2], screen_pos), | 503 dot(edge[2], screen_pos), |
477 dot(edge[3], screen_pos)) * gl_Position.w; | 504 dot(edge[3], screen_pos)) * |
478 edge_dist[1] = vec4(dot(edge[4], screen_pos), | 505 gl_Position.w; |
479 dot(edge[5], screen_pos), | 506 edge_dist[1] = vec4(dot(edge[4], screen_pos), |
480 dot(edge[6], screen_pos), | 507 dot(edge[5], screen_pos), |
481 dot(edge[7], screen_pos)) * gl_Position.w; | 508 dot(edge[6], screen_pos), |
482 v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; | 509 dot(edge[7], screen_pos)) * |
483 } | 510 gl_Position.w; |
| 511 v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; |
| 512 } |
| 513 // clang-format off |
484 ); // NOLINT(whitespace/parens) | 514 ); // NOLINT(whitespace/parens) |
| 515 // clang-format on |
485 } | 516 } |
486 | 517 |
487 VertexShaderTile::VertexShaderTile() | 518 VertexShaderTile::VertexShaderTile() |
488 : matrix_location_(-1), | 519 : matrix_location_(-1), |
489 quad_location_(-1), | 520 quad_location_(-1), |
490 vertex_tex_transform_location_(-1) {} | 521 vertex_tex_transform_location_(-1) { |
| 522 } |
491 | 523 |
492 void VertexShaderTile::Init(GLES2Interface* context, | 524 void VertexShaderTile::Init(GLES2Interface* context, |
493 unsigned program, | 525 unsigned program, |
494 int* base_uniform_index) { | 526 int* base_uniform_index) { |
495 static const char* uniforms[] = { | 527 static const char* uniforms[] = { |
496 "matrix", | 528 "matrix", "quad", "vertexTexTransform", |
497 "quad", | |
498 "vertexTexTransform", | |
499 }; | 529 }; |
500 int locations[arraysize(uniforms)]; | 530 int locations[arraysize(uniforms)]; |
501 | 531 |
502 GetProgramUniformLocations(context, | 532 GetProgramUniformLocations(context, |
503 program, | 533 program, |
504 arraysize(uniforms), | 534 arraysize(uniforms), |
505 uniforms, | 535 uniforms, |
506 locations, | 536 locations, |
507 base_uniform_index); | 537 base_uniform_index); |
508 matrix_location_ = locations[0]; | 538 matrix_location_ = locations[0]; |
509 quad_location_ = locations[1]; | 539 quad_location_ = locations[1]; |
510 vertex_tex_transform_location_ = locations[2]; | 540 vertex_tex_transform_location_ = locations[2]; |
511 } | 541 } |
512 | 542 |
513 std::string VertexShaderTile::GetShaderString() const { | 543 std::string VertexShaderTile::GetShaderString() const { |
| 544 // clang-format off |
514 return VERTEX_SHADER( | 545 return VERTEX_SHADER( |
515 attribute TexCoordPrecision vec4 a_position; | 546 // clang-format on |
516 attribute float a_index; | 547 attribute TexCoordPrecision vec4 a_position; |
517 uniform mat4 matrix; | 548 attribute float a_index; |
518 uniform TexCoordPrecision vec2 quad[4]; | 549 uniform mat4 matrix; |
519 uniform TexCoordPrecision vec4 vertexTexTransform; | 550 uniform TexCoordPrecision vec2 quad[4]; |
520 varying TexCoordPrecision vec2 v_texCoord; | 551 uniform TexCoordPrecision vec4 vertexTexTransform; |
521 void main() { | 552 varying TexCoordPrecision vec2 v_texCoord; |
522 vec2 pos = quad[int(a_index)]; // NOLINT | 553 void main() { |
523 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 554 vec2 pos = quad[int(a_index)]; // NOLINT |
524 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | 555 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
525 } | 556 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
| 557 } |
| 558 // clang-format off |
526 ); // NOLINT(whitespace/parens) | 559 ); // NOLINT(whitespace/parens) |
| 560 // clang-format on |
527 } | 561 } |
528 | 562 |
529 VertexShaderTileAA::VertexShaderTileAA() | 563 VertexShaderTileAA::VertexShaderTileAA() |
530 : matrix_location_(-1), | 564 : matrix_location_(-1), |
531 viewport_location_(-1), | 565 viewport_location_(-1), |
532 quad_location_(-1), | 566 quad_location_(-1), |
533 edge_location_(-1), | 567 edge_location_(-1), |
534 vertex_tex_transform_location_(-1) {} | 568 vertex_tex_transform_location_(-1) { |
| 569 } |
535 | 570 |
536 void VertexShaderTileAA::Init(GLES2Interface* context, | 571 void VertexShaderTileAA::Init(GLES2Interface* context, |
537 unsigned program, | 572 unsigned program, |
538 int* base_uniform_index) { | 573 int* base_uniform_index) { |
539 static const char* uniforms[] = { | 574 static const char* uniforms[] = { |
540 "matrix", | 575 "matrix", "viewport", "quad", "edge", "vertexTexTransform", |
541 "viewport", | |
542 "quad", | |
543 "edge", | |
544 "vertexTexTransform", | |
545 }; | 576 }; |
546 int locations[arraysize(uniforms)]; | 577 int locations[arraysize(uniforms)]; |
547 | 578 |
548 GetProgramUniformLocations(context, | 579 GetProgramUniformLocations(context, |
549 program, | 580 program, |
550 arraysize(uniforms), | 581 arraysize(uniforms), |
551 uniforms, | 582 uniforms, |
552 locations, | 583 locations, |
553 base_uniform_index); | 584 base_uniform_index); |
554 matrix_location_ = locations[0]; | 585 matrix_location_ = locations[0]; |
555 viewport_location_ = locations[1]; | 586 viewport_location_ = locations[1]; |
556 quad_location_ = locations[2]; | 587 quad_location_ = locations[2]; |
557 edge_location_ = locations[3]; | 588 edge_location_ = locations[3]; |
558 vertex_tex_transform_location_ = locations[4]; | 589 vertex_tex_transform_location_ = locations[4]; |
559 } | 590 } |
560 | 591 |
561 std::string VertexShaderTileAA::GetShaderString() const { | 592 std::string VertexShaderTileAA::GetShaderString() const { |
| 593 // clang-format off |
562 return VERTEX_SHADER( | 594 return VERTEX_SHADER( |
563 attribute TexCoordPrecision vec4 a_position; | 595 // clang-format on |
564 attribute float a_index; | 596 attribute TexCoordPrecision vec4 a_position; |
565 uniform mat4 matrix; | 597 attribute float a_index; |
566 uniform vec4 viewport; | 598 uniform mat4 matrix; |
567 uniform TexCoordPrecision vec2 quad[4]; | 599 uniform vec4 viewport; |
568 uniform TexCoordPrecision vec3 edge[8]; | 600 uniform TexCoordPrecision vec2 quad[4]; |
569 uniform TexCoordPrecision vec4 vertexTexTransform; | 601 uniform TexCoordPrecision vec3 edge[8]; |
570 varying TexCoordPrecision vec2 v_texCoord; | 602 uniform TexCoordPrecision vec4 vertexTexTransform; |
571 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 603 varying TexCoordPrecision vec2 v_texCoord; |
| 604 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
572 | 605 |
573 void main() { | 606 void main() { |
574 vec2 pos = quad[int(a_index)]; // NOLINT | 607 vec2 pos = quad[int(a_index)]; // NOLINT |
575 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 608 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
576 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); | 609 vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
577 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); | 610 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
578 edge_dist[0] = vec4(dot(edge[0], screen_pos), | 611 edge_dist[0] = vec4(dot(edge[0], screen_pos), |
579 dot(edge[1], screen_pos), | 612 dot(edge[1], screen_pos), |
580 dot(edge[2], screen_pos), | 613 dot(edge[2], screen_pos), |
581 dot(edge[3], screen_pos)) * gl_Position.w; | 614 dot(edge[3], screen_pos)) * |
582 edge_dist[1] = vec4(dot(edge[4], screen_pos), | 615 gl_Position.w; |
583 dot(edge[5], screen_pos), | 616 edge_dist[1] = vec4(dot(edge[4], screen_pos), |
584 dot(edge[6], screen_pos), | 617 dot(edge[5], screen_pos), |
585 dot(edge[7], screen_pos)) * gl_Position.w; | 618 dot(edge[6], screen_pos), |
586 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | 619 dot(edge[7], screen_pos)) * |
587 } | 620 gl_Position.w; |
| 621 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
| 622 } |
| 623 // clang-format off |
588 ); // NOLINT(whitespace/parens) | 624 ); // NOLINT(whitespace/parens) |
| 625 // clang-format on |
589 } | 626 } |
590 | 627 |
591 VertexShaderVideoTransform::VertexShaderVideoTransform() | 628 VertexShaderVideoTransform::VertexShaderVideoTransform() |
592 : matrix_location_(-1), | 629 : matrix_location_(-1), tex_matrix_location_(-1) { |
593 tex_matrix_location_(-1) {} | 630 } |
594 | 631 |
595 void VertexShaderVideoTransform::Init(GLES2Interface* context, | 632 void VertexShaderVideoTransform::Init(GLES2Interface* context, |
596 unsigned program, | 633 unsigned program, |
597 int* base_uniform_index) { | 634 int* base_uniform_index) { |
598 static const char* uniforms[] = { | 635 static const char* uniforms[] = { |
599 "matrix", | 636 "matrix", "texMatrix", |
600 "texMatrix", | |
601 }; | 637 }; |
602 int locations[arraysize(uniforms)]; | 638 int locations[arraysize(uniforms)]; |
603 | 639 |
604 GetProgramUniformLocations(context, | 640 GetProgramUniformLocations(context, |
605 program, | 641 program, |
606 arraysize(uniforms), | 642 arraysize(uniforms), |
607 uniforms, | 643 uniforms, |
608 locations, | 644 locations, |
609 base_uniform_index); | 645 base_uniform_index); |
610 matrix_location_ = locations[0]; | 646 matrix_location_ = locations[0]; |
611 tex_matrix_location_ = locations[1]; | 647 tex_matrix_location_ = locations[1]; |
612 } | 648 } |
613 | 649 |
614 std::string VertexShaderVideoTransform::GetShaderString() const { | 650 std::string VertexShaderVideoTransform::GetShaderString() const { |
| 651 // clang-format off |
615 return VERTEX_SHADER( | 652 return VERTEX_SHADER( |
616 attribute vec4 a_position; | 653 // clang-format on |
617 attribute TexCoordPrecision vec2 a_texCoord; | 654 attribute vec4 a_position; |
618 uniform mat4 matrix; | 655 attribute TexCoordPrecision vec2 a_texCoord; |
619 uniform TexCoordPrecision mat4 texMatrix; | 656 uniform mat4 matrix; |
620 varying TexCoordPrecision vec2 v_texCoord; | 657 uniform TexCoordPrecision mat4 texMatrix; |
621 void main() { | 658 varying TexCoordPrecision vec2 v_texCoord; |
| 659 void main() { |
622 gl_Position = matrix * a_position; | 660 gl_Position = matrix * a_position; |
623 v_texCoord = | 661 v_texCoord = |
624 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); | 662 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
625 } | 663 } |
| 664 // clang-format off |
626 ); // NOLINT(whitespace/parens) | 665 ); // NOLINT(whitespace/parens) |
| 666 // clang-format on |
627 } | 667 } |
628 | 668 |
629 FragmentTexAlphaBinding::FragmentTexAlphaBinding() | 669 FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
630 : sampler_location_(-1), | 670 : sampler_location_(-1), alpha_location_(-1) { |
631 alpha_location_(-1) {} | 671 } |
632 | 672 |
633 void FragmentTexAlphaBinding::Init(GLES2Interface* context, | 673 void FragmentTexAlphaBinding::Init(GLES2Interface* context, |
634 unsigned program, | 674 unsigned program, |
635 int* base_uniform_index) { | 675 int* base_uniform_index) { |
636 static const char* uniforms[] = { | 676 static const char* uniforms[] = { |
637 "s_texture", | 677 "s_texture", "alpha", |
638 "alpha", | |
639 }; | 678 }; |
640 int locations[arraysize(uniforms)]; | 679 int locations[arraysize(uniforms)]; |
641 | 680 |
642 GetProgramUniformLocations(context, | 681 GetProgramUniformLocations(context, |
643 program, | 682 program, |
644 arraysize(uniforms), | 683 arraysize(uniforms), |
645 uniforms, | 684 uniforms, |
646 locations, | 685 locations, |
647 base_uniform_index); | 686 base_uniform_index); |
648 sampler_location_ = locations[0]; | 687 sampler_location_ = locations[0]; |
649 alpha_location_ = locations[1]; | 688 alpha_location_ = locations[1]; |
650 } | 689 } |
651 | 690 |
652 FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() | 691 FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() |
653 : sampler_location_(-1), | 692 : sampler_location_(-1), |
654 alpha_location_(-1), | 693 alpha_location_(-1), |
655 color_matrix_location_(-1), | 694 color_matrix_location_(-1), |
656 color_offset_location_(-1) {} | 695 color_offset_location_(-1) { |
| 696 } |
657 | 697 |
658 void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context, | 698 void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context, |
659 unsigned program, | 699 unsigned program, |
660 int* base_uniform_index) { | 700 int* base_uniform_index) { |
661 static const char* uniforms[] = { | 701 static const char* uniforms[] = { |
662 "s_texture", | 702 "s_texture", "alpha", "colorMatrix", "colorOffset", |
663 "alpha", | |
664 "colorMatrix", | |
665 "colorOffset", | |
666 }; | 703 }; |
667 int locations[arraysize(uniforms)]; | 704 int locations[arraysize(uniforms)]; |
668 | 705 |
669 GetProgramUniformLocations(context, | 706 GetProgramUniformLocations(context, |
670 program, | 707 program, |
671 arraysize(uniforms), | 708 arraysize(uniforms), |
672 uniforms, | 709 uniforms, |
673 locations, | 710 locations, |
674 base_uniform_index); | 711 base_uniform_index); |
675 sampler_location_ = locations[0]; | 712 sampler_location_ = locations[0]; |
676 alpha_location_ = locations[1]; | 713 alpha_location_ = locations[1]; |
677 color_matrix_location_ = locations[2]; | 714 color_matrix_location_ = locations[2]; |
678 color_offset_location_ = locations[3]; | 715 color_offset_location_ = locations[3]; |
679 } | 716 } |
680 | 717 |
681 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() | 718 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) { |
682 : sampler_location_(-1) {} | 719 } |
683 | 720 |
684 void FragmentTexOpaqueBinding::Init(GLES2Interface* context, | 721 void FragmentTexOpaqueBinding::Init(GLES2Interface* context, |
685 unsigned program, | 722 unsigned program, |
686 int* base_uniform_index) { | 723 int* base_uniform_index) { |
687 static const char* uniforms[] = { | 724 static const char* uniforms[] = { |
688 "s_texture", | 725 "s_texture", |
689 }; | 726 }; |
690 int locations[arraysize(uniforms)]; | 727 int locations[arraysize(uniforms)]; |
691 | 728 |
692 GetProgramUniformLocations(context, | 729 GetProgramUniformLocations(context, |
693 program, | 730 program, |
694 arraysize(uniforms), | 731 arraysize(uniforms), |
695 uniforms, | 732 uniforms, |
696 locations, | 733 locations, |
697 base_uniform_index); | 734 base_uniform_index); |
698 sampler_location_ = locations[0]; | 735 sampler_location_ = locations[0]; |
699 } | 736 } |
700 | 737 |
701 std::string FragmentShaderRGBATexAlpha::GetShaderString( | 738 std::string FragmentShaderRGBATexAlpha::GetShaderString( |
702 TexCoordPrecision precision, SamplerType sampler) const { | 739 TexCoordPrecision precision, |
| 740 SamplerType sampler) const { |
| 741 // clang-format off |
703 return FRAGMENT_SHADER( | 742 return FRAGMENT_SHADER( |
704 precision mediump float; | 743 // clang-format on |
705 varying TexCoordPrecision vec2 v_texCoord; | 744 precision mediump float; |
706 uniform SamplerType s_texture; | 745 varying TexCoordPrecision vec2 v_texCoord; |
707 uniform float alpha; | 746 uniform SamplerType s_texture; |
708 void main() { | 747 uniform float alpha; |
709 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 748 void main() { |
710 gl_FragColor = texColor * alpha; | 749 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
711 } | 750 gl_FragColor = texColor * alpha; |
| 751 } |
| 752 // clang-format off |
712 ); // NOLINT(whitespace/parens) | 753 ); // NOLINT(whitespace/parens) |
| 754 // clang-format on |
713 } | 755 } |
714 | 756 |
715 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( | 757 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( |
716 TexCoordPrecision precision, SamplerType sampler) const { | 758 TexCoordPrecision precision, |
| 759 SamplerType sampler) const { |
| 760 // clang-format off |
717 return FRAGMENT_SHADER( | 761 return FRAGMENT_SHADER( |
718 precision mediump float; | 762 // clang-format on |
719 varying TexCoordPrecision vec2 v_texCoord; | 763 precision mediump float; |
720 uniform SamplerType s_texture; | 764 varying TexCoordPrecision vec2 v_texCoord; |
721 uniform float alpha; | 765 uniform SamplerType s_texture; |
722 uniform mat4 colorMatrix; | 766 uniform float alpha; |
723 uniform vec4 colorOffset; | 767 uniform mat4 colorMatrix; |
724 void main() { | 768 uniform vec4 colorOffset; |
725 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 769 void main() { |
726 float nonZeroAlpha = max(texColor.a, 0.00001); | 770 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
727 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 771 float nonZeroAlpha = max(texColor.a, 0.00001); |
728 texColor = colorMatrix * texColor + colorOffset; | 772 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
729 texColor.rgb *= texColor.a; | 773 texColor = colorMatrix * texColor + colorOffset; |
730 texColor = clamp(texColor, 0.0, 1.0); | 774 texColor.rgb *= texColor.a; |
731 gl_FragColor = texColor * alpha; | 775 texColor = clamp(texColor, 0.0, 1.0); |
732 } | 776 gl_FragColor = texColor * alpha; |
| 777 } |
| 778 // clang-format off |
733 ); // NOLINT(whitespace/parens) | 779 ); // NOLINT(whitespace/parens) |
| 780 // clang-format on |
734 } | 781 } |
735 | 782 |
736 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( | 783 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( |
737 TexCoordPrecision precision, SamplerType sampler) const { | 784 TexCoordPrecision precision, |
| 785 SamplerType sampler) const { |
| 786 // clang-format off |
738 return FRAGMENT_SHADER( | 787 return FRAGMENT_SHADER( |
739 precision mediump float; | 788 // clang-format on |
740 varying TexCoordPrecision vec2 v_texCoord; | 789 precision mediump float; |
741 varying float v_alpha; | 790 varying TexCoordPrecision vec2 v_texCoord; |
742 uniform SamplerType s_texture; | 791 varying float v_alpha; |
743 void main() { | 792 uniform SamplerType s_texture; |
744 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 793 void main() { |
745 gl_FragColor = texColor * v_alpha; | 794 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
746 } | 795 gl_FragColor = texColor * v_alpha; |
| 796 } |
| 797 // clang-format off |
747 ); // NOLINT(whitespace/parens) | 798 ); // NOLINT(whitespace/parens) |
| 799 // clang-format on |
748 } | 800 } |
749 | 801 |
750 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( | 802 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( |
751 TexCoordPrecision precision, SamplerType sampler) const { | 803 TexCoordPrecision precision, |
| 804 SamplerType sampler) const { |
| 805 // clang-format off |
752 return FRAGMENT_SHADER( | 806 return FRAGMENT_SHADER( |
753 precision mediump float; | 807 // clang-format on |
754 varying TexCoordPrecision vec2 v_texCoord; | 808 precision mediump float; |
755 varying float v_alpha; | 809 varying TexCoordPrecision vec2 v_texCoord; |
756 uniform SamplerType s_texture; | 810 varying float v_alpha; |
757 void main() { | 811 uniform SamplerType s_texture; |
758 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 812 void main() { |
759 texColor.rgb *= texColor.a; | 813 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
760 gl_FragColor = texColor * v_alpha; | 814 texColor.rgb *= texColor.a; |
761 } | 815 gl_FragColor = texColor * v_alpha; |
| 816 } |
| 817 // clang-format off |
762 ); // NOLINT(whitespace/parens) | 818 ); // NOLINT(whitespace/parens) |
| 819 // clang-format on |
763 } | 820 } |
764 | 821 |
765 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() | 822 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() |
766 : background_color_location_(-1), | 823 : background_color_location_(-1), sampler_location_(-1) { |
767 sampler_location_(-1) { | |
768 } | 824 } |
769 | 825 |
770 void FragmentTexBackgroundBinding::Init(GLES2Interface* context, | 826 void FragmentTexBackgroundBinding::Init(GLES2Interface* context, |
771 unsigned program, | 827 unsigned program, |
772 int* base_uniform_index) { | 828 int* base_uniform_index) { |
773 static const char* uniforms[] = { | 829 static const char* uniforms[] = { |
774 "s_texture", | 830 "s_texture", "background_color", |
775 "background_color", | |
776 }; | 831 }; |
777 int locations[arraysize(uniforms)]; | 832 int locations[arraysize(uniforms)]; |
778 | 833 |
779 GetProgramUniformLocations(context, | 834 GetProgramUniformLocations(context, |
780 program, | 835 program, |
781 arraysize(uniforms), | 836 arraysize(uniforms), |
782 uniforms, | 837 uniforms, |
783 locations, | 838 locations, |
784 base_uniform_index); | 839 base_uniform_index); |
785 | 840 |
786 sampler_location_ = locations[0]; | 841 sampler_location_ = locations[0]; |
787 DCHECK_NE(sampler_location_, -1); | 842 DCHECK_NE(sampler_location_, -1); |
788 | 843 |
789 background_color_location_ = locations[1]; | 844 background_color_location_ = locations[1]; |
790 DCHECK_NE(background_color_location_, -1); | 845 DCHECK_NE(background_color_location_, -1); |
791 } | 846 } |
792 | 847 |
793 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( | 848 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( |
794 TexCoordPrecision precision, SamplerType sampler) const { | 849 TexCoordPrecision precision, |
| 850 SamplerType sampler) const { |
| 851 // clang-format off |
795 return FRAGMENT_SHADER( | 852 return FRAGMENT_SHADER( |
796 precision mediump float; | 853 // clang-format on |
797 varying TexCoordPrecision vec2 v_texCoord; | 854 precision mediump float; |
798 varying float v_alpha; | 855 varying TexCoordPrecision vec2 v_texCoord; |
799 uniform vec4 background_color; | 856 varying float v_alpha; |
800 uniform SamplerType s_texture; | 857 uniform vec4 background_color; |
801 void main() { | 858 uniform SamplerType s_texture; |
802 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 859 void main() { |
803 texColor += background_color * (1.0 - texColor.a); | 860 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
804 gl_FragColor = texColor * v_alpha; | 861 texColor += background_color * (1.0 - texColor.a); |
805 } | 862 gl_FragColor = texColor * v_alpha; |
| 863 } |
| 864 // clang-format off |
806 ); // NOLINT(whitespace/parens) | 865 ); // NOLINT(whitespace/parens) |
| 866 // clang-format on |
807 } | 867 } |
808 | 868 |
809 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString( | 869 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString( |
810 TexCoordPrecision precision, SamplerType sampler) const { | 870 TexCoordPrecision precision, |
| 871 SamplerType sampler) const { |
| 872 // clang-format off |
811 return FRAGMENT_SHADER( | 873 return FRAGMENT_SHADER( |
812 precision mediump float; | 874 // clang-format on |
813 varying TexCoordPrecision vec2 v_texCoord; | 875 precision mediump float; |
814 varying float v_alpha; | 876 varying TexCoordPrecision vec2 v_texCoord; |
815 uniform vec4 background_color; | 877 varying float v_alpha; |
816 uniform SamplerType s_texture; | 878 uniform vec4 background_color; |
817 void main() { | 879 uniform SamplerType s_texture; |
818 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 880 void main() { |
819 texColor.rgb *= texColor.a; | 881 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
820 texColor += background_color * (1.0 - texColor.a); | 882 texColor.rgb *= texColor.a; |
821 gl_FragColor = texColor * v_alpha; | 883 texColor += background_color * (1.0 - texColor.a); |
822 } | 884 gl_FragColor = texColor * v_alpha; |
| 885 } |
| 886 // clang-format off |
823 ); // NOLINT(whitespace/parens) | 887 ); // NOLINT(whitespace/parens) |
| 888 // clang-format on |
824 } | 889 } |
825 | 890 |
826 std::string FragmentShaderRGBATexOpaque::GetShaderString( | 891 std::string FragmentShaderRGBATexOpaque::GetShaderString( |
827 TexCoordPrecision precision, SamplerType sampler) const { | 892 TexCoordPrecision precision, |
| 893 SamplerType sampler) const { |
| 894 // clang-format off |
828 return FRAGMENT_SHADER( | 895 return FRAGMENT_SHADER( |
829 precision mediump float; | 896 // clang-format on |
830 varying TexCoordPrecision vec2 v_texCoord; | 897 precision mediump float; |
831 uniform SamplerType s_texture; | 898 varying TexCoordPrecision vec2 v_texCoord; |
832 void main() { | 899 uniform SamplerType s_texture; |
833 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 900 void main() { |
834 gl_FragColor = vec4(texColor.rgb, 1.0); | 901 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
835 } | 902 gl_FragColor = vec4(texColor.rgb, 1.0); |
| 903 } |
| 904 // clang-format off |
836 ); // NOLINT(whitespace/parens) | 905 ); // NOLINT(whitespace/parens) |
| 906 // clang-format on |
837 } | 907 } |
838 | 908 |
839 std::string FragmentShaderRGBATex::GetShaderString( | 909 std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision, |
840 TexCoordPrecision precision, SamplerType sampler) const { | 910 SamplerType sampler) const { |
| 911 // clang-format off |
841 return FRAGMENT_SHADER( | 912 return FRAGMENT_SHADER( |
842 precision mediump float; | 913 // clang-format on |
843 varying TexCoordPrecision vec2 v_texCoord; | 914 precision mediump float; |
844 uniform SamplerType s_texture; | 915 varying TexCoordPrecision vec2 v_texCoord; |
845 void main() { | 916 uniform SamplerType s_texture; |
846 gl_FragColor = TextureLookup(s_texture, v_texCoord); | 917 void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); } |
847 } | 918 // clang-format off |
848 ); // NOLINT(whitespace/parens) | 919 ); // NOLINT(whitespace/parens) |
| 920 // clang-format on |
849 } | 921 } |
850 | 922 |
851 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( | 923 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( |
852 TexCoordPrecision precision, SamplerType sampler) const { | 924 TexCoordPrecision precision, |
| 925 SamplerType sampler) const { |
| 926 // clang-format off |
853 return FRAGMENT_SHADER( | 927 return FRAGMENT_SHADER( |
854 precision mediump float; | 928 // clang-format on |
855 varying TexCoordPrecision vec2 v_texCoord; | 929 precision mediump float; |
856 uniform SamplerType s_texture; | 930 varying TexCoordPrecision vec2 v_texCoord; |
857 uniform float alpha; | 931 uniform SamplerType s_texture; |
858 void main() { | 932 uniform float alpha; |
| 933 void main() { |
859 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 934 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
860 gl_FragColor = | 935 gl_FragColor = |
861 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; | 936 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
862 } | 937 } |
| 938 // clang-format off |
863 ); // NOLINT(whitespace/parens) | 939 ); // NOLINT(whitespace/parens) |
| 940 // clang-format on |
864 } | 941 } |
865 | 942 |
866 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString( | 943 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString( |
867 TexCoordPrecision precision, SamplerType sampler) const { | 944 TexCoordPrecision precision, |
| 945 SamplerType sampler) const { |
| 946 // clang-format off |
868 return FRAGMENT_SHADER( | 947 return FRAGMENT_SHADER( |
869 precision mediump float; | 948 // clang-format on |
870 varying TexCoordPrecision vec2 v_texCoord; | 949 precision mediump float; |
871 uniform SamplerType s_texture; | 950 varying TexCoordPrecision vec2 v_texCoord; |
872 void main() { | 951 uniform SamplerType s_texture; |
873 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 952 void main() { |
874 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); | 953 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
875 } | 954 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
| 955 } |
| 956 // clang-format off |
876 ); // NOLINT(whitespace/parens) | 957 ); // NOLINT(whitespace/parens) |
| 958 // clang-format on |
877 } | 959 } |
878 | 960 |
879 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() | 961 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
880 : sampler_location_(-1), | 962 : sampler_location_(-1), alpha_location_(-1) { |
881 alpha_location_(-1) {} | 963 } |
882 | 964 |
883 void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, | 965 void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, |
884 unsigned program, | 966 unsigned program, |
885 int* base_uniform_index) { | 967 int* base_uniform_index) { |
886 static const char* uniforms[] = { | 968 static const char* uniforms[] = { |
887 "s_texture", | 969 "s_texture", "alpha", |
888 "alpha", | |
889 }; | 970 }; |
890 int locations[arraysize(uniforms)]; | 971 int locations[arraysize(uniforms)]; |
891 | 972 |
892 GetProgramUniformLocations(context, | 973 GetProgramUniformLocations(context, |
893 program, | 974 program, |
894 arraysize(uniforms), | 975 arraysize(uniforms), |
895 uniforms, | 976 uniforms, |
896 locations, | 977 locations, |
897 base_uniform_index); | 978 base_uniform_index); |
898 sampler_location_ = locations[0]; | 979 sampler_location_ = locations[0]; |
899 alpha_location_ = locations[1]; | 980 alpha_location_ = locations[1]; |
900 } | 981 } |
901 | 982 |
902 std::string FragmentShaderRGBATexAlphaAA::GetShaderString( | 983 std::string FragmentShaderRGBATexAlphaAA::GetShaderString( |
903 TexCoordPrecision precision, SamplerType sampler) const { | 984 TexCoordPrecision precision, |
| 985 SamplerType sampler) const { |
| 986 // clang-format off |
904 return FRAGMENT_SHADER( | 987 return FRAGMENT_SHADER( |
905 precision mediump float; | 988 // clang-format on |
906 uniform SamplerType s_texture; | 989 precision mediump float; |
907 uniform float alpha; | 990 uniform SamplerType s_texture; |
908 varying TexCoordPrecision vec2 v_texCoord; | 991 uniform float alpha; |
909 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 992 varying TexCoordPrecision vec2 v_texCoord; |
| 993 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
910 | 994 |
911 void main() { | 995 void main() { |
912 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 996 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
913 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 997 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
914 vec2 d2 = min(d4.xz, d4.yw); | 998 vec2 d2 = min(d4.xz, d4.yw); |
915 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 999 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
916 gl_FragColor = texColor * alpha * aa; | 1000 gl_FragColor = texColor * alpha * aa; |
917 } | 1001 } |
| 1002 // clang-format off |
918 ); // NOLINT(whitespace/parens) | 1003 ); // NOLINT(whitespace/parens) |
| 1004 // clang-format on |
919 } | 1005 } |
920 | 1006 |
921 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() | 1007 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
922 : sampler_location_(-1), | 1008 : sampler_location_(-1), |
923 alpha_location_(-1), | 1009 alpha_location_(-1), |
924 fragment_tex_transform_location_(-1) {} | 1010 fragment_tex_transform_location_(-1) { |
| 1011 } |
925 | 1012 |
926 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, | 1013 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, |
927 unsigned program, | 1014 unsigned program, |
928 int* base_uniform_index) { | 1015 int* base_uniform_index) { |
929 static const char* uniforms[] = { | 1016 static const char* uniforms[] = { |
930 "s_texture", | 1017 "s_texture", "alpha", "fragmentTexTransform", |
931 "alpha", | |
932 "fragmentTexTransform", | |
933 }; | 1018 }; |
934 int locations[arraysize(uniforms)]; | 1019 int locations[arraysize(uniforms)]; |
935 | 1020 |
936 GetProgramUniformLocations(context, | 1021 GetProgramUniformLocations(context, |
937 program, | 1022 program, |
938 arraysize(uniforms), | 1023 arraysize(uniforms), |
939 uniforms, | 1024 uniforms, |
940 locations, | 1025 locations, |
941 base_uniform_index); | 1026 base_uniform_index); |
942 sampler_location_ = locations[0]; | 1027 sampler_location_ = locations[0]; |
943 alpha_location_ = locations[1]; | 1028 alpha_location_ = locations[1]; |
944 fragment_tex_transform_location_ = locations[2]; | 1029 fragment_tex_transform_location_ = locations[2]; |
945 } | 1030 } |
946 | 1031 |
947 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString( | 1032 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString( |
948 TexCoordPrecision precision, SamplerType sampler) const { | 1033 TexCoordPrecision precision, |
| 1034 SamplerType sampler) const { |
| 1035 // clang-format off |
949 return FRAGMENT_SHADER( | 1036 return FRAGMENT_SHADER( |
950 precision mediump float; | 1037 // clang-format on |
951 uniform SamplerType s_texture; | 1038 precision mediump float; |
952 uniform float alpha; | 1039 uniform SamplerType s_texture; |
953 uniform TexCoordPrecision vec4 fragmentTexTransform; | 1040 uniform float alpha; |
954 varying TexCoordPrecision vec2 v_texCoord; | 1041 uniform TexCoordPrecision vec4 fragmentTexTransform; |
955 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1042 varying TexCoordPrecision vec2 v_texCoord; |
| 1043 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
956 | 1044 |
957 void main() { | 1045 void main() { |
958 TexCoordPrecision vec2 texCoord = | 1046 TexCoordPrecision vec2 texCoord = |
959 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + | 1047 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
960 fragmentTexTransform.xy; | 1048 fragmentTexTransform.xy; |
961 vec4 texColor = TextureLookup(s_texture, texCoord); | 1049 vec4 texColor = TextureLookup(s_texture, texCoord); |
962 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1050 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
963 vec2 d2 = min(d4.xz, d4.yw); | 1051 vec2 d2 = min(d4.xz, d4.yw); |
964 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1052 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
965 gl_FragColor = texColor * alpha * aa; | 1053 gl_FragColor = texColor * alpha * aa; |
966 } | 1054 } |
| 1055 // clang-format off |
967 ); // NOLINT(whitespace/parens) | 1056 ); // NOLINT(whitespace/parens) |
| 1057 // clang-format on |
968 } | 1058 } |
969 | 1059 |
970 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString( | 1060 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString( |
971 TexCoordPrecision precision, SamplerType sampler) const { | 1061 TexCoordPrecision precision, |
| 1062 SamplerType sampler) const { |
| 1063 // clang-format off |
972 return FRAGMENT_SHADER( | 1064 return FRAGMENT_SHADER( |
973 precision mediump float; | 1065 // clang-format on |
974 uniform SamplerType s_texture; | 1066 precision mediump float; |
975 uniform float alpha; | 1067 uniform SamplerType s_texture; |
976 uniform TexCoordPrecision vec4 fragmentTexTransform; | 1068 uniform float alpha; |
977 varying TexCoordPrecision vec2 v_texCoord; | 1069 uniform TexCoordPrecision vec4 fragmentTexTransform; |
978 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1070 varying TexCoordPrecision vec2 v_texCoord; |
| 1071 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
979 | 1072 |
980 void main() { | 1073 void main() { |
981 TexCoordPrecision vec2 texCoord = | 1074 TexCoordPrecision vec2 texCoord = |
982 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + | 1075 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
983 fragmentTexTransform.xy; | 1076 fragmentTexTransform.xy; |
984 vec4 texColor = TextureLookup(s_texture, texCoord); | 1077 vec4 texColor = TextureLookup(s_texture, texCoord); |
985 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1078 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
986 vec2 d2 = min(d4.xz, d4.yw); | 1079 vec2 d2 = min(d4.xz, d4.yw); |
987 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1080 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
988 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * | 1081 gl_FragColor = |
989 alpha * aa; | 1082 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * aa; |
990 } | 1083 } |
| 1084 // clang-format off |
991 ); // NOLINT(whitespace/parens) | 1085 ); // NOLINT(whitespace/parens) |
| 1086 // clang-format on |
992 } | 1087 } |
993 | 1088 |
994 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() | 1089 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() |
995 : sampler_location_(-1), | 1090 : sampler_location_(-1), |
996 mask_sampler_location_(-1), | 1091 mask_sampler_location_(-1), |
997 alpha_location_(-1), | 1092 alpha_location_(-1), |
998 mask_tex_coord_scale_location_(-1) {} | 1093 mask_tex_coord_scale_location_(-1) { |
| 1094 } |
999 | 1095 |
1000 void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, | 1096 void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, |
1001 unsigned program, | 1097 unsigned program, |
1002 int* base_uniform_index) { | 1098 int* base_uniform_index) { |
1003 static const char* uniforms[] = { | 1099 static const char* uniforms[] = { |
1004 "s_texture", | 1100 "s_texture", "s_mask", "alpha", "maskTexCoordScale", "maskTexCoordOffset", |
1005 "s_mask", | |
1006 "alpha", | |
1007 "maskTexCoordScale", | |
1008 "maskTexCoordOffset", | |
1009 }; | 1101 }; |
1010 int locations[arraysize(uniforms)]; | 1102 int locations[arraysize(uniforms)]; |
1011 | 1103 |
1012 GetProgramUniformLocations(context, | 1104 GetProgramUniformLocations(context, |
1013 program, | 1105 program, |
1014 arraysize(uniforms), | 1106 arraysize(uniforms), |
1015 uniforms, | 1107 uniforms, |
1016 locations, | 1108 locations, |
1017 base_uniform_index); | 1109 base_uniform_index); |
1018 sampler_location_ = locations[0]; | 1110 sampler_location_ = locations[0]; |
1019 mask_sampler_location_ = locations[1]; | 1111 mask_sampler_location_ = locations[1]; |
1020 alpha_location_ = locations[2]; | 1112 alpha_location_ = locations[2]; |
1021 mask_tex_coord_scale_location_ = locations[3]; | 1113 mask_tex_coord_scale_location_ = locations[3]; |
1022 mask_tex_coord_offset_location_ = locations[4]; | 1114 mask_tex_coord_offset_location_ = locations[4]; |
1023 } | 1115 } |
1024 | 1116 |
1025 std::string FragmentShaderRGBATexAlphaMask::GetShaderString( | 1117 std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
1026 TexCoordPrecision precision, SamplerType sampler) const { | 1118 TexCoordPrecision precision, |
| 1119 SamplerType sampler) const { |
| 1120 // clang-format off |
1027 return FRAGMENT_SHADER( | 1121 return FRAGMENT_SHADER( |
1028 precision mediump float; | 1122 // clang-format on |
1029 varying TexCoordPrecision vec2 v_texCoord; | 1123 precision mediump float; |
1030 uniform SamplerType s_texture; | 1124 varying TexCoordPrecision vec2 v_texCoord; |
1031 uniform SamplerType s_mask; | 1125 uniform SamplerType s_texture; |
1032 uniform TexCoordPrecision vec2 maskTexCoordScale; | 1126 uniform SamplerType s_mask; |
1033 uniform TexCoordPrecision vec2 maskTexCoordOffset; | 1127 uniform TexCoordPrecision vec2 maskTexCoordScale; |
1034 uniform float alpha; | 1128 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
1035 void main() { | 1129 uniform float alpha; |
1036 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1130 void main() { |
1037 TexCoordPrecision vec2 maskTexCoord = | 1131 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
1038 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1132 TexCoordPrecision vec2 maskTexCoord = |
1039 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1133 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1040 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1134 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1041 gl_FragColor = texColor * alpha * maskColor.w; | 1135 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
1042 } | 1136 gl_FragColor = texColor * alpha * maskColor.w; |
| 1137 } |
| 1138 // clang-format off |
1043 ); // NOLINT(whitespace/parens) | 1139 ); // NOLINT(whitespace/parens) |
| 1140 // clang-format on |
1044 } | 1141 } |
1045 | 1142 |
1046 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() | 1143 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
1047 : sampler_location_(-1), | 1144 : sampler_location_(-1), |
1048 mask_sampler_location_(-1), | 1145 mask_sampler_location_(-1), |
1049 alpha_location_(-1), | 1146 alpha_location_(-1), |
1050 mask_tex_coord_scale_location_(-1), | 1147 mask_tex_coord_scale_location_(-1), |
1051 mask_tex_coord_offset_location_(-1) {} | 1148 mask_tex_coord_offset_location_(-1) { |
| 1149 } |
1052 | 1150 |
1053 void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, | 1151 void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, |
1054 unsigned program, | 1152 unsigned program, |
1055 int* base_uniform_index) { | 1153 int* base_uniform_index) { |
1056 static const char* uniforms[] = { | 1154 static const char* uniforms[] = { |
1057 "s_texture", | 1155 "s_texture", "s_mask", "alpha", "maskTexCoordScale", "maskTexCoordOffset", |
1058 "s_mask", | |
1059 "alpha", | |
1060 "maskTexCoordScale", | |
1061 "maskTexCoordOffset", | |
1062 }; | 1156 }; |
1063 int locations[arraysize(uniforms)]; | 1157 int locations[arraysize(uniforms)]; |
1064 | 1158 |
1065 GetProgramUniformLocations(context, | 1159 GetProgramUniformLocations(context, |
1066 program, | 1160 program, |
1067 arraysize(uniforms), | 1161 arraysize(uniforms), |
1068 uniforms, | 1162 uniforms, |
1069 locations, | 1163 locations, |
1070 base_uniform_index); | 1164 base_uniform_index); |
1071 sampler_location_ = locations[0]; | 1165 sampler_location_ = locations[0]; |
1072 mask_sampler_location_ = locations[1]; | 1166 mask_sampler_location_ = locations[1]; |
1073 alpha_location_ = locations[2]; | 1167 alpha_location_ = locations[2]; |
1074 mask_tex_coord_scale_location_ = locations[3]; | 1168 mask_tex_coord_scale_location_ = locations[3]; |
1075 mask_tex_coord_offset_location_ = locations[4]; | 1169 mask_tex_coord_offset_location_ = locations[4]; |
1076 } | 1170 } |
1077 | 1171 |
1078 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( | 1172 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
1079 TexCoordPrecision precision, SamplerType sampler) const { | 1173 TexCoordPrecision precision, |
| 1174 SamplerType sampler) const { |
| 1175 // clang-format off |
1080 return FRAGMENT_SHADER( | 1176 return FRAGMENT_SHADER( |
1081 precision mediump float; | 1177 // clang-format on |
1082 uniform SamplerType s_texture; | 1178 precision mediump float; |
1083 uniform SamplerType s_mask; | 1179 uniform SamplerType s_texture; |
1084 uniform TexCoordPrecision vec2 maskTexCoordScale; | 1180 uniform SamplerType s_mask; |
1085 uniform TexCoordPrecision vec2 maskTexCoordOffset; | 1181 uniform TexCoordPrecision vec2 maskTexCoordScale; |
1086 uniform float alpha; | 1182 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
1087 varying TexCoordPrecision vec2 v_texCoord; | 1183 uniform float alpha; |
1088 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1184 varying TexCoordPrecision vec2 v_texCoord; |
| 1185 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
1089 | 1186 |
1090 void main() { | 1187 void main() { |
1091 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1188 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
1092 TexCoordPrecision vec2 maskTexCoord = | 1189 TexCoordPrecision vec2 maskTexCoord = |
1093 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1190 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1094 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1191 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1095 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1192 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
1096 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1193 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1097 vec2 d2 = min(d4.xz, d4.yw); | 1194 vec2 d2 = min(d4.xz, d4.yw); |
1098 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1195 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
1099 gl_FragColor = texColor * alpha * maskColor.w * aa; | 1196 gl_FragColor = texColor * alpha * maskColor.w * aa; |
1100 } | 1197 } |
| 1198 // clang-format off |
1101 ); // NOLINT(whitespace/parens) | 1199 ); // NOLINT(whitespace/parens) |
| 1200 // clang-format on |
1102 } | 1201 } |
1103 | 1202 |
1104 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: | 1203 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: |
1105 FragmentShaderRGBATexAlphaMaskColorMatrixAA() | 1204 FragmentShaderRGBATexAlphaMaskColorMatrixAA() |
1106 : sampler_location_(-1), | 1205 : sampler_location_(-1), |
1107 mask_sampler_location_(-1), | 1206 mask_sampler_location_(-1), |
1108 alpha_location_(-1), | 1207 alpha_location_(-1), |
1109 mask_tex_coord_scale_location_(-1), | 1208 mask_tex_coord_scale_location_(-1), |
1110 color_matrix_location_(-1), | 1209 color_matrix_location_(-1), |
1111 color_offset_location_(-1) {} | 1210 color_offset_location_(-1) { |
| 1211 } |
1112 | 1212 |
1113 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( | 1213 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( |
1114 GLES2Interface* context, | 1214 GLES2Interface* context, |
1115 unsigned program, | 1215 unsigned program, |
1116 int* base_uniform_index) { | 1216 int* base_uniform_index) { |
1117 static const char* uniforms[] = { | 1217 static const char* uniforms[] = { |
1118 "s_texture", | 1218 "s_texture", |
1119 "s_mask", | 1219 "s_mask", |
1120 "alpha", | 1220 "alpha", |
1121 "maskTexCoordScale", | 1221 "maskTexCoordScale", |
1122 "maskTexCoordOffset", | 1222 "maskTexCoordOffset", |
1123 "colorMatrix", | 1223 "colorMatrix", |
1124 "colorOffset", | 1224 "colorOffset", |
1125 }; | 1225 }; |
1126 int locations[arraysize(uniforms)]; | 1226 int locations[arraysize(uniforms)]; |
1127 | 1227 |
1128 GetProgramUniformLocations(context, | 1228 GetProgramUniformLocations(context, |
1129 program, | 1229 program, |
1130 arraysize(uniforms), | 1230 arraysize(uniforms), |
1131 uniforms, | 1231 uniforms, |
1132 locations, | 1232 locations, |
1133 base_uniform_index); | 1233 base_uniform_index); |
1134 sampler_location_ = locations[0]; | 1234 sampler_location_ = locations[0]; |
1135 mask_sampler_location_ = locations[1]; | 1235 mask_sampler_location_ = locations[1]; |
1136 alpha_location_ = locations[2]; | 1236 alpha_location_ = locations[2]; |
1137 mask_tex_coord_scale_location_ = locations[3]; | 1237 mask_tex_coord_scale_location_ = locations[3]; |
1138 mask_tex_coord_offset_location_ = locations[4]; | 1238 mask_tex_coord_offset_location_ = locations[4]; |
1139 color_matrix_location_ = locations[5]; | 1239 color_matrix_location_ = locations[5]; |
1140 color_offset_location_ = locations[6]; | 1240 color_offset_location_ = locations[6]; |
1141 } | 1241 } |
1142 | 1242 |
1143 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( | 1243 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
1144 TexCoordPrecision precision, SamplerType sampler) const { | 1244 TexCoordPrecision precision, |
| 1245 SamplerType sampler) const { |
| 1246 // clang-format off |
1145 return FRAGMENT_SHADER( | 1247 return FRAGMENT_SHADER( |
1146 precision mediump float; | 1248 // clang-format on |
1147 uniform SamplerType s_texture; | 1249 precision mediump float; |
1148 uniform SamplerType s_mask; | 1250 uniform SamplerType s_texture; |
1149 uniform vec2 maskTexCoordScale; | 1251 uniform SamplerType s_mask; |
1150 uniform vec2 maskTexCoordOffset; | 1252 uniform vec2 maskTexCoordScale; |
1151 uniform mat4 colorMatrix; | 1253 uniform vec2 maskTexCoordOffset; |
1152 uniform vec4 colorOffset; | 1254 uniform mat4 colorMatrix; |
1153 uniform float alpha; | 1255 uniform vec4 colorOffset; |
1154 varying TexCoordPrecision vec2 v_texCoord; | 1256 uniform float alpha; |
1155 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1257 varying TexCoordPrecision vec2 v_texCoord; |
| 1258 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
1156 | 1259 |
1157 void main() { | 1260 void main() { |
1158 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1261 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
1159 float nonZeroAlpha = max(texColor.a, 0.00001); | 1262 float nonZeroAlpha = max(texColor.a, 0.00001); |
1160 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1263 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
1161 texColor = colorMatrix * texColor + colorOffset; | 1264 texColor = colorMatrix * texColor + colorOffset; |
1162 texColor.rgb *= texColor.a; | 1265 texColor.rgb *= texColor.a; |
1163 texColor = clamp(texColor, 0.0, 1.0); | 1266 texColor = clamp(texColor, 0.0, 1.0); |
1164 TexCoordPrecision vec2 maskTexCoord = | 1267 TexCoordPrecision vec2 maskTexCoord = |
1165 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1268 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1166 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1269 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1167 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1270 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
1168 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1271 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1169 vec2 d2 = min(d4.xz, d4.yw); | 1272 vec2 d2 = min(d4.xz, d4.yw); |
1170 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1273 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
1171 gl_FragColor = texColor * alpha * maskColor.w * aa; | 1274 gl_FragColor = texColor * alpha * maskColor.w * aa; |
1172 } | 1275 } |
| 1276 // clang-format off |
1173 ); // NOLINT(whitespace/parens) | 1277 ); // NOLINT(whitespace/parens) |
| 1278 // clang-format on |
1174 } | 1279 } |
1175 | 1280 |
1176 FragmentShaderRGBATexAlphaColorMatrixAA:: | 1281 FragmentShaderRGBATexAlphaColorMatrixAA:: |
1177 FragmentShaderRGBATexAlphaColorMatrixAA() | 1282 FragmentShaderRGBATexAlphaColorMatrixAA() |
1178 : sampler_location_(-1), | 1283 : sampler_location_(-1), |
1179 alpha_location_(-1), | 1284 alpha_location_(-1), |
1180 color_matrix_location_(-1), | 1285 color_matrix_location_(-1), |
1181 color_offset_location_(-1) {} | 1286 color_offset_location_(-1) { |
| 1287 } |
1182 | 1288 |
1183 void FragmentShaderRGBATexAlphaColorMatrixAA::Init( | 1289 void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context, |
1184 GLES2Interface* context, | 1290 unsigned program, |
1185 unsigned program, | 1291 int* base_uniform_index) { |
1186 int* base_uniform_index) { | |
1187 static const char* uniforms[] = { | 1292 static const char* uniforms[] = { |
1188 "s_texture", | 1293 "s_texture", "alpha", "colorMatrix", "colorOffset", |
1189 "alpha", | |
1190 "colorMatrix", | |
1191 "colorOffset", | |
1192 }; | 1294 }; |
1193 int locations[arraysize(uniforms)]; | 1295 int locations[arraysize(uniforms)]; |
1194 | 1296 |
1195 GetProgramUniformLocations(context, | 1297 GetProgramUniformLocations(context, |
1196 program, | 1298 program, |
1197 arraysize(uniforms), | 1299 arraysize(uniforms), |
1198 uniforms, | 1300 uniforms, |
1199 locations, | 1301 locations, |
1200 base_uniform_index); | 1302 base_uniform_index); |
1201 sampler_location_ = locations[0]; | 1303 sampler_location_ = locations[0]; |
1202 alpha_location_ = locations[1]; | 1304 alpha_location_ = locations[1]; |
1203 color_matrix_location_ = locations[2]; | 1305 color_matrix_location_ = locations[2]; |
1204 color_offset_location_ = locations[3]; | 1306 color_offset_location_ = locations[3]; |
1205 } | 1307 } |
1206 | 1308 |
1207 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( | 1309 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( |
1208 TexCoordPrecision precision, SamplerType sampler) const { | 1310 TexCoordPrecision precision, |
| 1311 SamplerType sampler) const { |
| 1312 // clang-format off |
1209 return FRAGMENT_SHADER( | 1313 return FRAGMENT_SHADER( |
1210 precision mediump float; | 1314 // clang-format on |
1211 uniform SamplerType s_texture; | 1315 precision mediump float; |
1212 uniform float alpha; | 1316 uniform SamplerType s_texture; |
1213 uniform mat4 colorMatrix; | 1317 uniform float alpha; |
1214 uniform vec4 colorOffset; | 1318 uniform mat4 colorMatrix; |
1215 varying TexCoordPrecision vec2 v_texCoord; | 1319 uniform vec4 colorOffset; |
1216 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1320 varying TexCoordPrecision vec2 v_texCoord; |
| 1321 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
1217 | 1322 |
1218 void main() { | 1323 void main() { |
1219 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1324 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
1220 float nonZeroAlpha = max(texColor.a, 0.00001); | 1325 float nonZeroAlpha = max(texColor.a, 0.00001); |
1221 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1326 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
1222 texColor = colorMatrix * texColor + colorOffset; | 1327 texColor = colorMatrix * texColor + colorOffset; |
1223 texColor.rgb *= texColor.a; | 1328 texColor.rgb *= texColor.a; |
1224 texColor = clamp(texColor, 0.0, 1.0); | 1329 texColor = clamp(texColor, 0.0, 1.0); |
1225 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1330 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1226 vec2 d2 = min(d4.xz, d4.yw); | 1331 vec2 d2 = min(d4.xz, d4.yw); |
1227 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1332 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
1228 gl_FragColor = texColor * alpha * aa; | 1333 gl_FragColor = texColor * alpha * aa; |
1229 } | 1334 } |
| 1335 // clang-format off |
1230 ); // NOLINT(whitespace/parens) | 1336 ); // NOLINT(whitespace/parens) |
| 1337 // clang-format on |
1231 } | 1338 } |
1232 | 1339 |
1233 FragmentShaderRGBATexAlphaMaskColorMatrix:: | 1340 FragmentShaderRGBATexAlphaMaskColorMatrix:: |
1234 FragmentShaderRGBATexAlphaMaskColorMatrix() | 1341 FragmentShaderRGBATexAlphaMaskColorMatrix() |
1235 : sampler_location_(-1), | 1342 : sampler_location_(-1), |
1236 mask_sampler_location_(-1), | 1343 mask_sampler_location_(-1), |
1237 alpha_location_(-1), | 1344 alpha_location_(-1), |
1238 mask_tex_coord_scale_location_(-1) {} | 1345 mask_tex_coord_scale_location_(-1) { |
| 1346 } |
1239 | 1347 |
1240 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init( | 1348 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context, |
1241 GLES2Interface* context, | 1349 unsigned program, |
1242 unsigned program, | 1350 int* base_uniform_index) { |
1243 int* base_uniform_index) { | |
1244 static const char* uniforms[] = { | 1351 static const char* uniforms[] = { |
1245 "s_texture", | 1352 "s_texture", |
1246 "s_mask", | 1353 "s_mask", |
1247 "alpha", | 1354 "alpha", |
1248 "maskTexCoordScale", | 1355 "maskTexCoordScale", |
1249 "maskTexCoordOffset", | 1356 "maskTexCoordOffset", |
1250 "colorMatrix", | 1357 "colorMatrix", |
1251 "colorOffset", | 1358 "colorOffset", |
1252 }; | 1359 }; |
1253 int locations[arraysize(uniforms)]; | 1360 int locations[arraysize(uniforms)]; |
1254 | 1361 |
1255 GetProgramUniformLocations(context, | 1362 GetProgramUniformLocations(context, |
1256 program, | 1363 program, |
1257 arraysize(uniforms), | 1364 arraysize(uniforms), |
1258 uniforms, | 1365 uniforms, |
1259 locations, | 1366 locations, |
1260 base_uniform_index); | 1367 base_uniform_index); |
1261 sampler_location_ = locations[0]; | 1368 sampler_location_ = locations[0]; |
1262 mask_sampler_location_ = locations[1]; | 1369 mask_sampler_location_ = locations[1]; |
1263 alpha_location_ = locations[2]; | 1370 alpha_location_ = locations[2]; |
1264 mask_tex_coord_scale_location_ = locations[3]; | 1371 mask_tex_coord_scale_location_ = locations[3]; |
1265 mask_tex_coord_offset_location_ = locations[4]; | 1372 mask_tex_coord_offset_location_ = locations[4]; |
1266 color_matrix_location_ = locations[5]; | 1373 color_matrix_location_ = locations[5]; |
1267 color_offset_location_ = locations[6]; | 1374 color_offset_location_ = locations[6]; |
1268 } | 1375 } |
1269 | 1376 |
1270 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( | 1377 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
1271 TexCoordPrecision precision, SamplerType sampler) const { | 1378 TexCoordPrecision precision, |
| 1379 SamplerType sampler) const { |
| 1380 // clang-format off |
1272 return FRAGMENT_SHADER( | 1381 return FRAGMENT_SHADER( |
1273 precision mediump float; | 1382 // clang-format on |
1274 varying TexCoordPrecision vec2 v_texCoord; | 1383 precision mediump float; |
1275 uniform SamplerType s_texture; | 1384 varying TexCoordPrecision vec2 v_texCoord; |
1276 uniform SamplerType s_mask; | 1385 uniform SamplerType s_texture; |
1277 uniform vec2 maskTexCoordScale; | 1386 uniform SamplerType s_mask; |
1278 uniform vec2 maskTexCoordOffset; | 1387 uniform vec2 maskTexCoordScale; |
1279 uniform mat4 colorMatrix; | 1388 uniform vec2 maskTexCoordOffset; |
1280 uniform vec4 colorOffset; | 1389 uniform mat4 colorMatrix; |
1281 uniform float alpha; | 1390 uniform vec4 colorOffset; |
1282 void main() { | 1391 uniform float alpha; |
1283 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1392 void main() { |
1284 float nonZeroAlpha = max(texColor.a, 0.00001); | 1393 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
1285 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1394 float nonZeroAlpha = max(texColor.a, 0.00001); |
1286 texColor = colorMatrix * texColor + colorOffset; | 1395 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
1287 texColor.rgb *= texColor.a; | 1396 texColor = colorMatrix * texColor + colorOffset; |
1288 texColor = clamp(texColor, 0.0, 1.0); | 1397 texColor.rgb *= texColor.a; |
1289 TexCoordPrecision vec2 maskTexCoord = | 1398 texColor = clamp(texColor, 0.0, 1.0); |
1290 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1399 TexCoordPrecision vec2 maskTexCoord = |
1291 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1400 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1292 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1401 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1293 gl_FragColor = texColor * alpha * maskColor.w; | 1402 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
1294 } | 1403 gl_FragColor = texColor * alpha * maskColor.w; |
| 1404 } |
| 1405 // clang-format off |
1295 ); // NOLINT(whitespace/parens) | 1406 ); // NOLINT(whitespace/parens) |
| 1407 // clang-format on |
1296 } | 1408 } |
1297 | 1409 |
1298 FragmentShaderYUVVideo::FragmentShaderYUVVideo() | 1410 FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
1299 : y_texture_location_(-1), | 1411 : y_texture_location_(-1), |
1300 u_texture_location_(-1), | 1412 u_texture_location_(-1), |
1301 v_texture_location_(-1), | 1413 v_texture_location_(-1), |
1302 alpha_location_(-1), | 1414 alpha_location_(-1), |
1303 yuv_matrix_location_(-1), | 1415 yuv_matrix_location_(-1), |
1304 yuv_adj_location_(-1) {} | 1416 yuv_adj_location_(-1) { |
| 1417 } |
1305 | 1418 |
1306 void FragmentShaderYUVVideo::Init(GLES2Interface* context, | 1419 void FragmentShaderYUVVideo::Init(GLES2Interface* context, |
1307 unsigned program, | 1420 unsigned program, |
1308 int* base_uniform_index) { | 1421 int* base_uniform_index) { |
1309 static const char* uniforms[] = { | 1422 static const char* uniforms[] = { |
1310 "y_texture", | 1423 "y_texture", "u_texture", "v_texture", "alpha", "yuv_matrix", "yuv_adj", |
1311 "u_texture", | |
1312 "v_texture", | |
1313 "alpha", | |
1314 "yuv_matrix", | |
1315 "yuv_adj", | |
1316 }; | 1424 }; |
1317 int locations[arraysize(uniforms)]; | 1425 int locations[arraysize(uniforms)]; |
1318 | 1426 |
1319 GetProgramUniformLocations(context, | 1427 GetProgramUniformLocations(context, |
1320 program, | 1428 program, |
1321 arraysize(uniforms), | 1429 arraysize(uniforms), |
1322 uniforms, | 1430 uniforms, |
1323 locations, | 1431 locations, |
1324 base_uniform_index); | 1432 base_uniform_index); |
1325 y_texture_location_ = locations[0]; | 1433 y_texture_location_ = locations[0]; |
1326 u_texture_location_ = locations[1]; | 1434 u_texture_location_ = locations[1]; |
1327 v_texture_location_ = locations[2]; | 1435 v_texture_location_ = locations[2]; |
1328 alpha_location_ = locations[3]; | 1436 alpha_location_ = locations[3]; |
1329 yuv_matrix_location_ = locations[4]; | 1437 yuv_matrix_location_ = locations[4]; |
1330 yuv_adj_location_ = locations[5]; | 1438 yuv_adj_location_ = locations[5]; |
1331 } | 1439 } |
1332 | 1440 |
1333 std::string FragmentShaderYUVVideo::GetShaderString( | 1441 std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
1334 TexCoordPrecision precision, SamplerType sampler) const { | 1442 SamplerType sampler) const { |
| 1443 // clang-format off |
1335 return FRAGMENT_SHADER( | 1444 return FRAGMENT_SHADER( |
1336 precision mediump float; | 1445 // clang-format on |
1337 precision mediump int; | 1446 precision mediump float; |
1338 varying TexCoordPrecision vec2 v_texCoord; | 1447 precision mediump int; |
1339 uniform SamplerType y_texture; | 1448 varying TexCoordPrecision vec2 v_texCoord; |
1340 uniform SamplerType u_texture; | 1449 uniform SamplerType y_texture; |
1341 uniform SamplerType v_texture; | 1450 uniform SamplerType u_texture; |
1342 uniform float alpha; | 1451 uniform SamplerType v_texture; |
1343 uniform vec3 yuv_adj; | 1452 uniform float alpha; |
1344 uniform mat3 yuv_matrix; | 1453 uniform vec3 yuv_adj; |
1345 void main() { | 1454 uniform mat3 yuv_matrix; |
1346 float y_raw = TextureLookup(y_texture, v_texCoord).x; | 1455 void main() { |
1347 float u_unsigned = TextureLookup(u_texture, v_texCoord).x; | 1456 float y_raw = TextureLookup(y_texture, v_texCoord).x; |
1348 float v_unsigned = TextureLookup(v_texture, v_texCoord).x; | 1457 float u_unsigned = TextureLookup(u_texture, v_texCoord).x; |
1349 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; | 1458 float v_unsigned = TextureLookup(v_texture, v_texCoord).x; |
1350 vec3 rgb = yuv_matrix * yuv; | 1459 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
1351 gl_FragColor = vec4(rgb, 1.0) * alpha; | 1460 vec3 rgb = yuv_matrix * yuv; |
1352 } | 1461 gl_FragColor = vec4(rgb, 1.0) * alpha; |
| 1462 } |
| 1463 // clang-format off |
1353 ); // NOLINT(whitespace/parens) | 1464 ); // NOLINT(whitespace/parens) |
| 1465 // clang-format on |
1354 } | 1466 } |
1355 | 1467 |
1356 FragmentShaderYUVAVideo::FragmentShaderYUVAVideo() | 1468 FragmentShaderYUVAVideo::FragmentShaderYUVAVideo() |
1357 : y_texture_location_(-1), | 1469 : y_texture_location_(-1), |
1358 u_texture_location_(-1), | 1470 u_texture_location_(-1), |
1359 v_texture_location_(-1), | 1471 v_texture_location_(-1), |
1360 a_texture_location_(-1), | 1472 a_texture_location_(-1), |
1361 alpha_location_(-1), | 1473 alpha_location_(-1), |
1362 yuv_matrix_location_(-1), | 1474 yuv_matrix_location_(-1), |
1363 yuv_adj_location_(-1) { | 1475 yuv_adj_location_(-1) { |
(...skipping 22 matching lines...) Expand all Loading... |
1386 y_texture_location_ = locations[0]; | 1498 y_texture_location_ = locations[0]; |
1387 u_texture_location_ = locations[1]; | 1499 u_texture_location_ = locations[1]; |
1388 v_texture_location_ = locations[2]; | 1500 v_texture_location_ = locations[2]; |
1389 a_texture_location_ = locations[3]; | 1501 a_texture_location_ = locations[3]; |
1390 alpha_location_ = locations[4]; | 1502 alpha_location_ = locations[4]; |
1391 yuv_matrix_location_ = locations[5]; | 1503 yuv_matrix_location_ = locations[5]; |
1392 yuv_adj_location_ = locations[6]; | 1504 yuv_adj_location_ = locations[6]; |
1393 } | 1505 } |
1394 | 1506 |
1395 std::string FragmentShaderYUVAVideo::GetShaderString( | 1507 std::string FragmentShaderYUVAVideo::GetShaderString( |
1396 TexCoordPrecision precision, SamplerType sampler) const { | 1508 TexCoordPrecision precision, |
| 1509 SamplerType sampler) const { |
| 1510 // clang-format off |
1397 return FRAGMENT_SHADER( | 1511 return FRAGMENT_SHADER( |
1398 precision mediump float; | 1512 // clang-format on |
1399 precision mediump int; | 1513 precision mediump float; |
1400 varying TexCoordPrecision vec2 v_texCoord; | 1514 precision mediump int; |
1401 uniform SamplerType y_texture; | 1515 varying TexCoordPrecision vec2 v_texCoord; |
1402 uniform SamplerType u_texture; | 1516 uniform SamplerType y_texture; |
1403 uniform SamplerType v_texture; | 1517 uniform SamplerType u_texture; |
1404 uniform SamplerType a_texture; | 1518 uniform SamplerType v_texture; |
1405 uniform float alpha; | 1519 uniform SamplerType a_texture; |
1406 uniform vec3 yuv_adj; | 1520 uniform float alpha; |
1407 uniform mat3 yuv_matrix; | 1521 uniform vec3 yuv_adj; |
1408 void main() { | 1522 uniform mat3 yuv_matrix; |
1409 float y_raw = TextureLookup(y_texture, v_texCoord).x; | 1523 void main() { |
1410 float u_unsigned = TextureLookup(u_texture, v_texCoord).x; | 1524 float y_raw = TextureLookup(y_texture, v_texCoord).x; |
1411 float v_unsigned = TextureLookup(v_texture, v_texCoord).x; | 1525 float u_unsigned = TextureLookup(u_texture, v_texCoord).x; |
1412 float a_raw = TextureLookup(a_texture, v_texCoord).x; | 1526 float v_unsigned = TextureLookup(v_texture, v_texCoord).x; |
1413 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; | 1527 float a_raw = TextureLookup(a_texture, v_texCoord).x; |
1414 vec3 rgb = yuv_matrix * yuv; | 1528 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
1415 gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw); | 1529 vec3 rgb = yuv_matrix * yuv; |
1416 } | 1530 gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw); |
| 1531 } |
| 1532 // clang-format off |
1417 ); // NOLINT(whitespace/parens) | 1533 ); // NOLINT(whitespace/parens) |
| 1534 // clang-format on |
1418 } | 1535 } |
1419 | 1536 |
1420 FragmentShaderColor::FragmentShaderColor() | 1537 FragmentShaderColor::FragmentShaderColor() : color_location_(-1) { |
1421 : color_location_(-1) {} | 1538 } |
1422 | 1539 |
1423 void FragmentShaderColor::Init(GLES2Interface* context, | 1540 void FragmentShaderColor::Init(GLES2Interface* context, |
1424 unsigned program, | 1541 unsigned program, |
1425 int* base_uniform_index) { | 1542 int* base_uniform_index) { |
1426 static const char* uniforms[] = { | 1543 static const char* uniforms[] = { |
1427 "color", | 1544 "color", |
1428 }; | 1545 }; |
1429 int locations[arraysize(uniforms)]; | 1546 int locations[arraysize(uniforms)]; |
1430 | 1547 |
1431 GetProgramUniformLocations(context, | 1548 GetProgramUniformLocations(context, |
1432 program, | 1549 program, |
1433 arraysize(uniforms), | 1550 arraysize(uniforms), |
1434 uniforms, | 1551 uniforms, |
1435 locations, | 1552 locations, |
1436 base_uniform_index); | 1553 base_uniform_index); |
1437 color_location_ = locations[0]; | 1554 color_location_ = locations[0]; |
1438 } | 1555 } |
1439 | 1556 |
1440 std::string FragmentShaderColor::GetShaderString( | 1557 std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision, |
1441 TexCoordPrecision precision, SamplerType sampler) const { | 1558 SamplerType sampler) const { |
| 1559 // clang-format off |
1442 return FRAGMENT_SHADER( | 1560 return FRAGMENT_SHADER( |
1443 precision mediump float; | 1561 // clang-format on |
1444 uniform vec4 color; | 1562 precision mediump float; |
1445 void main() { | 1563 uniform vec4 color; |
1446 gl_FragColor = color; | 1564 void main() { gl_FragColor = color; } |
1447 } | 1565 // clang-format off |
1448 ); // NOLINT(whitespace/parens) | 1566 ); // NOLINT(whitespace/parens) |
| 1567 // clang-format on |
1449 } | 1568 } |
1450 | 1569 |
1451 FragmentShaderColorAA::FragmentShaderColorAA() | 1570 FragmentShaderColorAA::FragmentShaderColorAA() : color_location_(-1) { |
1452 : color_location_(-1) {} | 1571 } |
1453 | 1572 |
1454 void FragmentShaderColorAA::Init(GLES2Interface* context, | 1573 void FragmentShaderColorAA::Init(GLES2Interface* context, |
1455 unsigned program, | 1574 unsigned program, |
1456 int* base_uniform_index) { | 1575 int* base_uniform_index) { |
1457 static const char* uniforms[] = { | 1576 static const char* uniforms[] = { |
1458 "color", | 1577 "color", |
1459 }; | 1578 }; |
1460 int locations[arraysize(uniforms)]; | 1579 int locations[arraysize(uniforms)]; |
1461 | 1580 |
1462 GetProgramUniformLocations(context, | 1581 GetProgramUniformLocations(context, |
1463 program, | 1582 program, |
1464 arraysize(uniforms), | 1583 arraysize(uniforms), |
1465 uniforms, | 1584 uniforms, |
1466 locations, | 1585 locations, |
1467 base_uniform_index); | 1586 base_uniform_index); |
1468 color_location_ = locations[0]; | 1587 color_location_ = locations[0]; |
1469 } | 1588 } |
1470 | 1589 |
1471 std::string FragmentShaderColorAA::GetShaderString( | 1590 std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision, |
1472 TexCoordPrecision precision, SamplerType sampler) const { | 1591 SamplerType sampler) const { |
| 1592 // clang-format off |
1473 return FRAGMENT_SHADER( | 1593 return FRAGMENT_SHADER( |
1474 precision mediump float; | 1594 // clang-format on |
1475 uniform vec4 color; | 1595 precision mediump float; |
1476 varying vec4 edge_dist[2]; // 8 edge distances. | 1596 uniform vec4 color; |
| 1597 varying vec4 edge_dist[2]; // 8 edge distances. |
1477 | 1598 |
1478 void main() { | 1599 void main() { |
1479 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1600 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1480 vec2 d2 = min(d4.xz, d4.yw); | 1601 vec2 d2 = min(d4.xz, d4.yw); |
1481 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1602 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
1482 gl_FragColor = color * aa; | 1603 gl_FragColor = color * aa; |
1483 } | 1604 } |
| 1605 // clang-format off |
1484 ); // NOLINT(whitespace/parens) | 1606 ); // NOLINT(whitespace/parens) |
| 1607 // clang-format on |
1485 } | 1608 } |
1486 | 1609 |
1487 FragmentShaderCheckerboard::FragmentShaderCheckerboard() | 1610 FragmentShaderCheckerboard::FragmentShaderCheckerboard() |
1488 : alpha_location_(-1), | 1611 : alpha_location_(-1), |
1489 tex_transform_location_(-1), | 1612 tex_transform_location_(-1), |
1490 frequency_location_(-1) {} | 1613 frequency_location_(-1) { |
| 1614 } |
1491 | 1615 |
1492 void FragmentShaderCheckerboard::Init(GLES2Interface* context, | 1616 void FragmentShaderCheckerboard::Init(GLES2Interface* context, |
1493 unsigned program, | 1617 unsigned program, |
1494 int* base_uniform_index) { | 1618 int* base_uniform_index) { |
1495 static const char* uniforms[] = { | 1619 static const char* uniforms[] = { |
1496 "alpha", | 1620 "alpha", "texTransform", "frequency", "color", |
1497 "texTransform", | |
1498 "frequency", | |
1499 "color", | |
1500 }; | 1621 }; |
1501 int locations[arraysize(uniforms)]; | 1622 int locations[arraysize(uniforms)]; |
1502 | 1623 |
1503 GetProgramUniformLocations(context, | 1624 GetProgramUniformLocations(context, |
1504 program, | 1625 program, |
1505 arraysize(uniforms), | 1626 arraysize(uniforms), |
1506 uniforms, | 1627 uniforms, |
1507 locations, | 1628 locations, |
1508 base_uniform_index); | 1629 base_uniform_index); |
1509 alpha_location_ = locations[0]; | 1630 alpha_location_ = locations[0]; |
1510 tex_transform_location_ = locations[1]; | 1631 tex_transform_location_ = locations[1]; |
1511 frequency_location_ = locations[2]; | 1632 frequency_location_ = locations[2]; |
1512 color_location_ = locations[3]; | 1633 color_location_ = locations[3]; |
1513 } | 1634 } |
1514 | 1635 |
1515 std::string FragmentShaderCheckerboard::GetShaderString( | 1636 std::string FragmentShaderCheckerboard::GetShaderString( |
1516 TexCoordPrecision precision, SamplerType sampler) const { | 1637 TexCoordPrecision precision, |
| 1638 SamplerType sampler) const { |
1517 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" | 1639 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" |
1518 // by Munshi, Ginsburg, Shreiner. | 1640 // by Munshi, Ginsburg, Shreiner. |
| 1641 // clang-format off |
1519 return FRAGMENT_SHADER( | 1642 return FRAGMENT_SHADER( |
1520 precision mediump float; | 1643 // clang-format on |
1521 precision mediump int; | 1644 precision mediump float; |
1522 varying vec2 v_texCoord; | 1645 precision mediump int; |
1523 uniform float alpha; | 1646 varying vec2 v_texCoord; |
1524 uniform float frequency; | 1647 uniform float alpha; |
1525 uniform vec4 texTransform; | 1648 uniform float frequency; |
1526 uniform vec4 color; | 1649 uniform vec4 texTransform; |
1527 void main() { | 1650 uniform vec4 color; |
1528 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); | 1651 void main() { |
1529 vec4 color2 = color; | 1652 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
1530 vec2 texCoord = | 1653 vec4 color2 = color; |
1531 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; | 1654 vec2 texCoord = |
1532 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | 1655 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; |
1533 float picker = abs(coord.x - coord.y); // NOLINT | 1656 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
1534 gl_FragColor = mix(color1, color2, picker) * alpha; | 1657 float picker = abs(coord.x - coord.y); // NOLINT |
1535 } | 1658 gl_FragColor = mix(color1, color2, picker) * alpha; |
| 1659 } |
| 1660 // clang-format off |
1536 ); // NOLINT(whitespace/parens) | 1661 ); // NOLINT(whitespace/parens) |
| 1662 // clang-format on |
1537 } | 1663 } |
1538 | 1664 |
1539 } // namespace cc | 1665 } // namespace cc |
OLD | NEW |