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| 1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #include "cc/output/shader.h" | 5 #include "cc/output/shader.h" |
| 6 | 6 |
| 7 #include <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 attribute vec4 a_position; |
| 177 attribute TexCoordPrecision vec2 a_texCoord; | 179 attribute TexCoordPrecision vec2 a_texCoord; |
| 178 uniform mat4 matrix; | 180 uniform mat4 matrix; |
| 179 varying TexCoordPrecision vec2 v_texCoord; | 181 varying TexCoordPrecision vec2 v_texCoord; |
| 180 void main() { | 182 void main() { |
| 181 gl_Position = matrix * a_position; | 183 gl_Position = matrix * a_position; |
| 182 v_texCoord = a_texCoord; | 184 v_texCoord = a_texCoord; |
| 183 } | 185 } |
| 184 ); // NOLINT(whitespace/parens) | 186 ); // NOLINT(whitespace/parens) |
| 187 // clang-format on | |
| 185 } | 188 } |
| 186 | 189 |
| 187 VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset() | 190 VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset() |
| 188 : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) {} | 191 : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) { |
| 192 } | |
| 189 | 193 |
| 190 void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context, | 194 void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context, |
| 191 unsigned program, | 195 unsigned program, |
| 192 int* base_uniform_index) { | 196 int* base_uniform_index) { |
| 193 static const char* uniforms[] = { | 197 static const char* uniforms[] = { |
| 194 "matrix", | 198 "matrix", "texScale", "texOffset", |
| 195 "texScale", | |
| 196 "texOffset", | |
| 197 }; | 199 }; |
| 198 int locations[arraysize(uniforms)]; | 200 int locations[arraysize(uniforms)]; |
| 199 | 201 |
| 200 GetProgramUniformLocations(context, | 202 GetProgramUniformLocations(context, |
| 201 program, | 203 program, |
| 202 arraysize(uniforms), | 204 arraysize(uniforms), |
| 203 uniforms, | 205 uniforms, |
| 204 locations, | 206 locations, |
| 205 base_uniform_index); | 207 base_uniform_index); |
| 206 matrix_location_ = locations[0]; | 208 matrix_location_ = locations[0]; |
| 207 tex_scale_location_ = locations[1]; | 209 tex_scale_location_ = locations[1]; |
| 208 tex_offset_location_ = locations[2]; | 210 tex_offset_location_ = locations[2]; |
| 209 } | 211 } |
| 210 | 212 |
| 211 std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const { | 213 std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const { |
| 214 // clang-format off | |
| 212 return VERTEX_SHADER( | 215 return VERTEX_SHADER( |
| 213 precision mediump float; | 216 precision mediump float; |
| 214 attribute vec4 a_position; | 217 attribute vec4 a_position; |
| 215 attribute TexCoordPrecision vec2 a_texCoord; | 218 attribute TexCoordPrecision vec2 a_texCoord; |
| 216 uniform mat4 matrix; | 219 uniform mat4 matrix; |
| 217 varying TexCoordPrecision vec2 v_texCoord; | 220 varying TexCoordPrecision vec2 v_texCoord; |
| 218 uniform TexCoordPrecision vec2 texScale; | 221 uniform TexCoordPrecision vec2 texScale; |
| 219 uniform TexCoordPrecision vec2 texOffset; | 222 uniform TexCoordPrecision vec2 texOffset; |
| 220 void main() { | 223 void main() { |
| 221 gl_Position = matrix * a_position; | 224 gl_Position = matrix * a_position; |
| 222 v_texCoord = a_texCoord * texScale + texOffset; | 225 v_texCoord = a_texCoord * texScale + texOffset; |
| 223 } | 226 } |
| 224 ); // NOLINT(whitespace/parens) | 227 ); // NOLINT(whitespace/parens) |
| 228 // clang-format on | |
| 225 } | 229 } |
| 226 | 230 |
| 227 VertexShaderPos::VertexShaderPos() | 231 VertexShaderPos::VertexShaderPos() : matrix_location_(-1) { |
| 228 : matrix_location_(-1) {} | 232 } |
| 229 | 233 |
| 230 void VertexShaderPos::Init(GLES2Interface* context, | 234 void VertexShaderPos::Init(GLES2Interface* context, |
| 231 unsigned program, | 235 unsigned program, |
| 232 int* base_uniform_index) { | 236 int* base_uniform_index) { |
| 233 static const char* uniforms[] = { | 237 static const char* uniforms[] = { |
| 234 "matrix", | 238 "matrix", |
| 235 }; | 239 }; |
| 236 int locations[arraysize(uniforms)]; | 240 int locations[arraysize(uniforms)]; |
| 237 | 241 |
| 238 GetProgramUniformLocations(context, | 242 GetProgramUniformLocations(context, |
| 239 program, | 243 program, |
| 240 arraysize(uniforms), | 244 arraysize(uniforms), |
| 241 uniforms, | 245 uniforms, |
| 242 locations, | 246 locations, |
| 243 base_uniform_index); | 247 base_uniform_index); |
| 244 matrix_location_ = locations[0]; | 248 matrix_location_ = locations[0]; |
| 245 } | 249 } |
| 246 | 250 |
| 247 std::string VertexShaderPos::GetShaderString() const { | 251 std::string VertexShaderPos::GetShaderString() const { |
| 252 // clang-format off | |
| 248 return VERTEX_SHADER( | 253 return VERTEX_SHADER( |
| 249 attribute vec4 a_position; | 254 attribute vec4 a_position; |
| 250 uniform mat4 matrix; | 255 uniform mat4 matrix; |
| 251 void main() { | 256 void main() { |
| 252 gl_Position = matrix * a_position; | 257 gl_Position = matrix * a_position; |
| 253 } | 258 } |
| 254 ); // NOLINT(whitespace/parens) | 259 ); // NOLINT(whitespace/parens) |
| 260 // clang-format on | |
| 255 } | 261 } |
| 256 | 262 |
| 257 VertexShaderPosTexTransform::VertexShaderPosTexTransform() | 263 VertexShaderPosTexTransform::VertexShaderPosTexTransform() |
| 258 : matrix_location_(-1), | 264 : matrix_location_(-1), |
| 259 tex_transform_location_(-1), | 265 tex_transform_location_(-1), |
| 260 vertex_opacity_location_(-1) {} | 266 vertex_opacity_location_(-1) { |
| 267 } | |
| 261 | 268 |
| 262 void VertexShaderPosTexTransform::Init(GLES2Interface* context, | 269 void VertexShaderPosTexTransform::Init(GLES2Interface* context, |
| 263 unsigned program, | 270 unsigned program, |
| 264 int* base_uniform_index) { | 271 int* base_uniform_index) { |
| 265 static const char* uniforms[] = { | 272 static const char* uniforms[] = { |
| 266 "matrix", | 273 "matrix", "texTransform", "opacity", |
| 267 "texTransform", | |
| 268 "opacity", | |
| 269 }; | 274 }; |
| 270 int locations[arraysize(uniforms)]; | 275 int locations[arraysize(uniforms)]; |
| 271 | 276 |
| 272 GetProgramUniformLocations(context, | 277 GetProgramUniformLocations(context, |
| 273 program, | 278 program, |
| 274 arraysize(uniforms), | 279 arraysize(uniforms), |
| 275 uniforms, | 280 uniforms, |
| 276 locations, | 281 locations, |
| 277 base_uniform_index); | 282 base_uniform_index); |
| 278 matrix_location_ = locations[0]; | 283 matrix_location_ = locations[0]; |
| 279 tex_transform_location_ = locations[1]; | 284 tex_transform_location_ = locations[1]; |
| 280 vertex_opacity_location_ = locations[2]; | 285 vertex_opacity_location_ = locations[2]; |
| 281 } | 286 } |
| 282 | 287 |
| 283 std::string VertexShaderPosTexTransform::GetShaderString() const { | 288 std::string VertexShaderPosTexTransform::GetShaderString() const { |
| 289 // clang-format off | |
| 284 return VERTEX_SHADER( | 290 return VERTEX_SHADER( |
| 285 attribute vec4 a_position; | 291 attribute vec4 a_position; |
| 286 attribute TexCoordPrecision vec2 a_texCoord; | 292 attribute TexCoordPrecision vec2 a_texCoord; |
| 287 attribute float a_index; | 293 attribute float a_index; |
| 288 uniform mat4 matrix[8]; | 294 uniform mat4 matrix[8]; |
| 289 uniform TexCoordPrecision vec4 texTransform[8]; | 295 uniform TexCoordPrecision vec4 texTransform[8]; |
| 290 uniform float opacity[32]; | 296 uniform float opacity[32]; |
| 291 varying TexCoordPrecision vec2 v_texCoord; | 297 varying TexCoordPrecision vec2 v_texCoord; |
| 292 varying float v_alpha; | 298 varying float v_alpha; |
| 293 void main() { | 299 void main() { |
| 294 int quad_index = int(a_index * 0.25); // NOLINT | 300 int quad_index = int(a_index * 0.25); // NOLINT |
| 295 gl_Position = matrix[quad_index] * a_position; | 301 gl_Position = matrix[quad_index] * a_position; |
| 296 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; | 302 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; |
| 297 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 303 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| 298 v_alpha = opacity[int(a_index)]; // NOLINT | 304 v_alpha = opacity[int(a_index)]; // NOLINT |
| 299 } | 305 } |
| 300 ); // NOLINT(whitespace/parens) | 306 ); // NOLINT(whitespace/parens) |
| 307 // clang-format on | |
| 301 } | 308 } |
| 302 | 309 |
| 303 std::string VertexShaderPosTexIdentity::GetShaderString() const { | 310 std::string VertexShaderPosTexIdentity::GetShaderString() const { |
| 311 // clang-format off | |
| 304 return VERTEX_SHADER( | 312 return VERTEX_SHADER( |
| 305 attribute vec4 a_position; | 313 attribute vec4 a_position; |
| 306 varying TexCoordPrecision vec2 v_texCoord; | 314 varying TexCoordPrecision vec2 v_texCoord; |
| 307 void main() { | 315 void main() { |
| 308 gl_Position = a_position; | 316 gl_Position = a_position; |
| 309 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; | 317 v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
| 310 } | 318 } |
| 311 ); // NOLINT(whitespace/parens) | 319 ); // NOLINT(whitespace/parens) |
| 320 // clang-format on | |
| 312 } | 321 } |
| 313 | 322 |
| 314 VertexShaderQuad::VertexShaderQuad() | 323 VertexShaderQuad::VertexShaderQuad() |
| 315 : matrix_location_(-1), | 324 : matrix_location_(-1), quad_location_(-1) { |
| 316 quad_location_(-1) {} | 325 } |
| 317 | 326 |
| 318 void VertexShaderQuad::Init(GLES2Interface* context, | 327 void VertexShaderQuad::Init(GLES2Interface* context, |
| 319 unsigned program, | 328 unsigned program, |
| 320 int* base_uniform_index) { | 329 int* base_uniform_index) { |
| 321 static const char* uniforms[] = { | 330 static const char* uniforms[] = { |
| 322 "matrix", | 331 "matrix", "quad", |
| 323 "quad", | |
| 324 }; | 332 }; |
| 325 int locations[arraysize(uniforms)]; | 333 int locations[arraysize(uniforms)]; |
| 326 | 334 |
| 327 GetProgramUniformLocations(context, | 335 GetProgramUniformLocations(context, |
| 328 program, | 336 program, |
| 329 arraysize(uniforms), | 337 arraysize(uniforms), |
| 330 uniforms, | 338 uniforms, |
| 331 locations, | 339 locations, |
| 332 base_uniform_index); | 340 base_uniform_index); |
| 333 matrix_location_ = locations[0]; | 341 matrix_location_ = locations[0]; |
| 334 quad_location_ = locations[1]; | 342 quad_location_ = locations[1]; |
| 335 } | 343 } |
| 336 | 344 |
| 337 std::string VertexShaderQuad::GetShaderString() const { | 345 std::string VertexShaderQuad::GetShaderString() const { |
| 338 #if defined(OS_ANDROID) | 346 #if defined(OS_ANDROID) |
| 339 // TODO(epenner): Find the cause of this 'quad' uniform | 347 // TODO(epenner): Find the cause of this 'quad' uniform |
| 340 // being missing if we don't add dummy variables. | 348 // being missing if we don't add dummy variables. |
| 341 // http://crbug.com/240602 | 349 // http://crbug.com/240602 |
| 350 // clang-format off | |
| 342 return VERTEX_SHADER( | 351 return VERTEX_SHADER( |
| 343 attribute TexCoordPrecision vec4 a_position; | 352 attribute TexCoordPrecision vec4 a_position; |
| 344 attribute float a_index; | 353 attribute float a_index; |
| 345 uniform mat4 matrix; | 354 uniform mat4 matrix; |
| 346 uniform TexCoordPrecision vec2 quad[4]; | 355 uniform TexCoordPrecision vec2 quad[4]; |
| 347 uniform TexCoordPrecision vec2 dummy_uniform; | 356 uniform TexCoordPrecision vec2 dummy_uniform; |
| 348 varying TexCoordPrecision vec2 dummy_varying; | 357 varying TexCoordPrecision vec2 dummy_varying; |
| 349 void main() { | 358 void main() { |
| 350 vec2 pos = quad[int(a_index)]; // NOLINT | 359 vec2 pos = quad[int(a_index)]; // NOLINT |
| 351 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 360 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| 352 dummy_varying = dummy_uniform; | 361 dummy_varying = dummy_uniform; |
| 353 } | 362 } |
| 354 ); // NOLINT(whitespace/parens) | 363 ); // NOLINT(whitespace/parens) |
| 364 // clang-format on | |
|
danakj
2014/10/16 19:25:11
why is this at column 0 :(
| |
| 355 #else | 365 #else |
| 366 // clang-format off | |
| 356 return VERTEX_SHADER( | 367 return VERTEX_SHADER( |
| 357 attribute TexCoordPrecision vec4 a_position; | 368 attribute TexCoordPrecision vec4 a_position; |
| 358 attribute float a_index; | 369 attribute float a_index; |
| 359 uniform mat4 matrix; | 370 uniform mat4 matrix; |
| 360 uniform TexCoordPrecision vec2 quad[4]; | 371 uniform TexCoordPrecision vec2 quad[4]; |
| 361 void main() { | 372 void main() { |
| 362 vec2 pos = quad[int(a_index)]; // NOLINT | 373 vec2 pos = quad[int(a_index)]; // NOLINT |
| 363 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 374 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| 364 } | 375 } |
| 365 ); // NOLINT(whitespace/parens) | 376 ); // NOLINT(whitespace/parens) |
| 377 // clang-format on | |
|
danakj
2014/10/16 19:25:10
and this? :(
| |
| 366 #endif | 378 #endif |
| 367 } | 379 } |
| 368 | 380 |
| 369 VertexShaderQuadAA::VertexShaderQuadAA() | 381 VertexShaderQuadAA::VertexShaderQuadAA() |
| 370 : matrix_location_(-1), | 382 : matrix_location_(-1), |
| 371 viewport_location_(-1), | 383 viewport_location_(-1), |
| 372 quad_location_(-1), | 384 quad_location_(-1), |
| 373 edge_location_(-1) {} | 385 edge_location_(-1) { |
| 386 } | |
| 374 | 387 |
| 375 void VertexShaderQuadAA::Init(GLES2Interface* context, | 388 void VertexShaderQuadAA::Init(GLES2Interface* context, |
| 376 unsigned program, | 389 unsigned program, |
| 377 int* base_uniform_index) { | 390 int* base_uniform_index) { |
| 378 static const char* uniforms[] = { | 391 static const char* uniforms[] = { |
| 379 "matrix", | 392 "matrix", "viewport", "quad", "edge", |
| 380 "viewport", | |
| 381 "quad", | |
| 382 "edge", | |
| 383 }; | 393 }; |
| 384 int locations[arraysize(uniforms)]; | 394 int locations[arraysize(uniforms)]; |
| 385 | 395 |
| 386 GetProgramUniformLocations(context, | 396 GetProgramUniformLocations(context, |
| 387 program, | 397 program, |
| 388 arraysize(uniforms), | 398 arraysize(uniforms), |
| 389 uniforms, | 399 uniforms, |
| 390 locations, | 400 locations, |
| 391 base_uniform_index); | 401 base_uniform_index); |
| 392 matrix_location_ = locations[0]; | 402 matrix_location_ = locations[0]; |
| 393 viewport_location_ = locations[1]; | 403 viewport_location_ = locations[1]; |
| 394 quad_location_ = locations[2]; | 404 quad_location_ = locations[2]; |
| 395 edge_location_ = locations[3]; | 405 edge_location_ = locations[3]; |
| 396 } | 406 } |
| 397 | 407 |
| 398 std::string VertexShaderQuadAA::GetShaderString() const { | 408 std::string VertexShaderQuadAA::GetShaderString() const { |
| 409 // clang-format off | |
| 399 return VERTEX_SHADER( | 410 return VERTEX_SHADER( |
| 400 attribute TexCoordPrecision vec4 a_position; | 411 attribute TexCoordPrecision vec4 a_position; |
| 401 attribute float a_index; | 412 attribute float a_index; |
| 402 uniform mat4 matrix; | 413 uniform mat4 matrix; |
| 403 uniform vec4 viewport; | 414 uniform vec4 viewport; |
| 404 uniform TexCoordPrecision vec2 quad[4]; | 415 uniform TexCoordPrecision vec2 quad[4]; |
| 405 uniform TexCoordPrecision vec3 edge[8]; | 416 uniform TexCoordPrecision vec3 edge[8]; |
| 406 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 417 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| 407 | 418 |
| 408 void main() { | 419 void main() { |
| 409 vec2 pos = quad[int(a_index)]; // NOLINT | 420 vec2 pos = quad[int(a_index)]; // NOLINT |
| 410 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 421 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); | 422 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); | 423 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
| 413 edge_dist[0] = vec4(dot(edge[0], screen_pos), | 424 edge_dist[0] = vec4(dot(edge[0], screen_pos), |
| 414 dot(edge[1], screen_pos), | 425 dot(edge[1], screen_pos), |
| 415 dot(edge[2], screen_pos), | 426 dot(edge[2], screen_pos), |
| 416 dot(edge[3], screen_pos)) * gl_Position.w; | 427 dot(edge[3], screen_pos)) * gl_Position.w; |
| 417 edge_dist[1] = vec4(dot(edge[4], screen_pos), | 428 edge_dist[1] = vec4(dot(edge[4], screen_pos), |
| 418 dot(edge[5], screen_pos), | 429 dot(edge[5], screen_pos), |
| 419 dot(edge[6], screen_pos), | 430 dot(edge[6], screen_pos), |
| 420 dot(edge[7], screen_pos)) * gl_Position.w; | 431 dot(edge[7], screen_pos)) * gl_Position.w; |
| 421 } | 432 } |
| 422 ); // NOLINT(whitespace/parens) | 433 ); // NOLINT(whitespace/parens) |
|
danakj
2014/10/16 19:25:10
where's the on here?
enne (OOO)
2014/10/16 19:39:30
Done.
| |
| 423 } | 434 } |
| 424 | 435 |
| 425 VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA() | 436 VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA() |
| 426 : matrix_location_(-1), | 437 : matrix_location_(-1), |
| 427 viewport_location_(-1), | 438 viewport_location_(-1), |
| 428 quad_location_(-1), | 439 quad_location_(-1), |
| 429 edge_location_(-1), | 440 edge_location_(-1), |
| 430 tex_transform_location_(-1) {} | 441 tex_transform_location_(-1) {} |
| 431 | 442 |
| 432 void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context, | 443 void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context, |
| (...skipping 15 matching lines...) Expand all Loading... | |
| 448 locations, | 459 locations, |
| 449 base_uniform_index); | 460 base_uniform_index); |
| 450 matrix_location_ = locations[0]; | 461 matrix_location_ = locations[0]; |
| 451 viewport_location_ = locations[1]; | 462 viewport_location_ = locations[1]; |
| 452 quad_location_ = locations[2]; | 463 quad_location_ = locations[2]; |
| 453 edge_location_ = locations[3]; | 464 edge_location_ = locations[3]; |
| 454 tex_transform_location_ = locations[4]; | 465 tex_transform_location_ = locations[4]; |
| 455 } | 466 } |
| 456 | 467 |
| 457 std::string VertexShaderQuadTexTransformAA::GetShaderString() const { | 468 std::string VertexShaderQuadTexTransformAA::GetShaderString() const { |
| 458 return VERTEX_SHADER( | 469 return VERTEX_SHADER( |
|
danakj
2014/10/16 19:25:10
off here?
enne (OOO)
2014/10/16 19:39:30
Done.
| |
| 459 attribute TexCoordPrecision vec4 a_position; | 470 attribute TexCoordPrecision vec4 a_position; |
| 460 attribute float a_index; | 471 attribute float a_index; |
| 461 uniform mat4 matrix; | 472 uniform mat4 matrix; |
| 462 uniform vec4 viewport; | 473 uniform vec4 viewport; |
| 463 uniform TexCoordPrecision vec2 quad[4]; | 474 uniform TexCoordPrecision vec2 quad[4]; |
| 464 uniform TexCoordPrecision vec3 edge[8]; | 475 uniform TexCoordPrecision vec3 edge[8]; |
| 465 uniform TexCoordPrecision vec4 texTrans; | 476 uniform TexCoordPrecision vec4 texTrans; |
| 466 varying TexCoordPrecision vec2 v_texCoord; | 477 varying TexCoordPrecision vec2 v_texCoord; |
| 467 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 478 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| 468 | 479 |
| 469 void main() { | 480 void main() { |
| 470 vec2 pos = quad[int(a_index)]; // NOLINT | 481 vec2 pos = quad[int(a_index)]; // NOLINT |
| 471 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 482 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); | 483 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); | 484 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
| 474 edge_dist[0] = vec4(dot(edge[0], screen_pos), | 485 edge_dist[0] = vec4(dot(edge[0], screen_pos), |
| 475 dot(edge[1], screen_pos), | 486 dot(edge[1], screen_pos), |
| 476 dot(edge[2], screen_pos), | 487 dot(edge[2], screen_pos), |
| 477 dot(edge[3], screen_pos)) * gl_Position.w; | 488 dot(edge[3], screen_pos)) * gl_Position.w; |
| 478 edge_dist[1] = vec4(dot(edge[4], screen_pos), | 489 edge_dist[1] = vec4(dot(edge[4], screen_pos), |
| 479 dot(edge[5], screen_pos), | 490 dot(edge[5], screen_pos), |
| 480 dot(edge[6], screen_pos), | 491 dot(edge[6], screen_pos), |
| 481 dot(edge[7], screen_pos)) * gl_Position.w; | 492 dot(edge[7], screen_pos)) * gl_Position.w; |
| 482 v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; | 493 v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; |
| 483 } | 494 } |
| 484 ); // NOLINT(whitespace/parens) | 495 ); // NOLINT(whitespace/parens) |
| 496 // clang-format on | |
| 485 } | 497 } |
| 486 | 498 |
| 487 VertexShaderTile::VertexShaderTile() | 499 VertexShaderTile::VertexShaderTile() |
| 488 : matrix_location_(-1), | 500 : matrix_location_(-1), |
| 489 quad_location_(-1), | 501 quad_location_(-1), |
| 490 vertex_tex_transform_location_(-1) {} | 502 vertex_tex_transform_location_(-1) { |
| 503 } | |
| 491 | 504 |
| 492 void VertexShaderTile::Init(GLES2Interface* context, | 505 void VertexShaderTile::Init(GLES2Interface* context, |
| 493 unsigned program, | 506 unsigned program, |
| 494 int* base_uniform_index) { | 507 int* base_uniform_index) { |
| 495 static const char* uniforms[] = { | 508 static const char* uniforms[] = { |
| 496 "matrix", | 509 "matrix", "quad", "vertexTexTransform", |
| 497 "quad", | |
| 498 "vertexTexTransform", | |
| 499 }; | 510 }; |
| 500 int locations[arraysize(uniforms)]; | 511 int locations[arraysize(uniforms)]; |
| 501 | 512 |
| 502 GetProgramUniformLocations(context, | 513 GetProgramUniformLocations(context, |
| 503 program, | 514 program, |
| 504 arraysize(uniforms), | 515 arraysize(uniforms), |
| 505 uniforms, | 516 uniforms, |
| 506 locations, | 517 locations, |
| 507 base_uniform_index); | 518 base_uniform_index); |
| 508 matrix_location_ = locations[0]; | 519 matrix_location_ = locations[0]; |
| 509 quad_location_ = locations[1]; | 520 quad_location_ = locations[1]; |
| 510 vertex_tex_transform_location_ = locations[2]; | 521 vertex_tex_transform_location_ = locations[2]; |
| 511 } | 522 } |
| 512 | 523 |
| 513 std::string VertexShaderTile::GetShaderString() const { | 524 std::string VertexShaderTile::GetShaderString() const { |
| 525 // clang-format off | |
| 514 return VERTEX_SHADER( | 526 return VERTEX_SHADER( |
| 515 attribute TexCoordPrecision vec4 a_position; | 527 attribute TexCoordPrecision vec4 a_position; |
| 516 attribute float a_index; | 528 attribute float a_index; |
| 517 uniform mat4 matrix; | 529 uniform mat4 matrix; |
| 518 uniform TexCoordPrecision vec2 quad[4]; | 530 uniform TexCoordPrecision vec2 quad[4]; |
| 519 uniform TexCoordPrecision vec4 vertexTexTransform; | 531 uniform TexCoordPrecision vec4 vertexTexTransform; |
| 520 varying TexCoordPrecision vec2 v_texCoord; | 532 varying TexCoordPrecision vec2 v_texCoord; |
| 521 void main() { | 533 void main() { |
| 522 vec2 pos = quad[int(a_index)]; // NOLINT | 534 vec2 pos = quad[int(a_index)]; // NOLINT |
| 523 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 535 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| 524 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | 536 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
| 525 } | 537 } |
| 526 ); // NOLINT(whitespace/parens) | 538 ); // NOLINT(whitespace/parens) |
| 539 // clang-format on | |
| 527 } | 540 } |
| 528 | 541 |
| 529 VertexShaderTileAA::VertexShaderTileAA() | 542 VertexShaderTileAA::VertexShaderTileAA() |
| 530 : matrix_location_(-1), | 543 : matrix_location_(-1), |
| 531 viewport_location_(-1), | 544 viewport_location_(-1), |
| 532 quad_location_(-1), | 545 quad_location_(-1), |
| 533 edge_location_(-1), | 546 edge_location_(-1), |
| 534 vertex_tex_transform_location_(-1) {} | 547 vertex_tex_transform_location_(-1) { |
| 548 } | |
| 535 | 549 |
| 536 void VertexShaderTileAA::Init(GLES2Interface* context, | 550 void VertexShaderTileAA::Init(GLES2Interface* context, |
| 537 unsigned program, | 551 unsigned program, |
| 538 int* base_uniform_index) { | 552 int* base_uniform_index) { |
| 539 static const char* uniforms[] = { | 553 static const char* uniforms[] = { |
| 540 "matrix", | 554 "matrix", "viewport", "quad", "edge", "vertexTexTransform", |
| 541 "viewport", | |
| 542 "quad", | |
| 543 "edge", | |
| 544 "vertexTexTransform", | |
| 545 }; | 555 }; |
| 546 int locations[arraysize(uniforms)]; | 556 int locations[arraysize(uniforms)]; |
| 547 | 557 |
| 548 GetProgramUniformLocations(context, | 558 GetProgramUniformLocations(context, |
| 549 program, | 559 program, |
| 550 arraysize(uniforms), | 560 arraysize(uniforms), |
| 551 uniforms, | 561 uniforms, |
| 552 locations, | 562 locations, |
| 553 base_uniform_index); | 563 base_uniform_index); |
| 554 matrix_location_ = locations[0]; | 564 matrix_location_ = locations[0]; |
| 555 viewport_location_ = locations[1]; | 565 viewport_location_ = locations[1]; |
| 556 quad_location_ = locations[2]; | 566 quad_location_ = locations[2]; |
| 557 edge_location_ = locations[3]; | 567 edge_location_ = locations[3]; |
| 558 vertex_tex_transform_location_ = locations[4]; | 568 vertex_tex_transform_location_ = locations[4]; |
| 559 } | 569 } |
| 560 | 570 |
| 561 std::string VertexShaderTileAA::GetShaderString() const { | 571 std::string VertexShaderTileAA::GetShaderString() const { |
| 572 // clang-format off | |
| 562 return VERTEX_SHADER( | 573 return VERTEX_SHADER( |
| 563 attribute TexCoordPrecision vec4 a_position; | 574 attribute TexCoordPrecision vec4 a_position; |
| 564 attribute float a_index; | 575 attribute float a_index; |
| 565 uniform mat4 matrix; | 576 uniform mat4 matrix; |
| 566 uniform vec4 viewport; | 577 uniform vec4 viewport; |
| 567 uniform TexCoordPrecision vec2 quad[4]; | 578 uniform TexCoordPrecision vec2 quad[4]; |
| 568 uniform TexCoordPrecision vec3 edge[8]; | 579 uniform TexCoordPrecision vec3 edge[8]; |
| 569 uniform TexCoordPrecision vec4 vertexTexTransform; | 580 uniform TexCoordPrecision vec4 vertexTexTransform; |
| 570 varying TexCoordPrecision vec2 v_texCoord; | 581 varying TexCoordPrecision vec2 v_texCoord; |
| 571 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 582 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| 572 | 583 |
| 573 void main() { | 584 void main() { |
| 574 vec2 pos = quad[int(a_index)]; // NOLINT | 585 vec2 pos = quad[int(a_index)]; // NOLINT |
| 575 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 586 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); | 587 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); | 588 vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
| 578 edge_dist[0] = vec4(dot(edge[0], screen_pos), | 589 edge_dist[0] = vec4(dot(edge[0], screen_pos), |
| 579 dot(edge[1], screen_pos), | 590 dot(edge[1], screen_pos), |
| 580 dot(edge[2], screen_pos), | 591 dot(edge[2], screen_pos), |
| 581 dot(edge[3], screen_pos)) * gl_Position.w; | 592 dot(edge[3], screen_pos)) * gl_Position.w; |
| 582 edge_dist[1] = vec4(dot(edge[4], screen_pos), | 593 edge_dist[1] = vec4(dot(edge[4], screen_pos), |
| 583 dot(edge[5], screen_pos), | 594 dot(edge[5], screen_pos), |
| 584 dot(edge[6], screen_pos), | 595 dot(edge[6], screen_pos), |
| 585 dot(edge[7], screen_pos)) * gl_Position.w; | 596 dot(edge[7], screen_pos)) * gl_Position.w; |
| 586 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | 597 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
| 587 } | 598 } |
| 588 ); // NOLINT(whitespace/parens) | 599 ); // NOLINT(whitespace/parens) |
| 600 // clang-format on | |
| 589 } | 601 } |
| 590 | 602 |
| 591 VertexShaderVideoTransform::VertexShaderVideoTransform() | 603 VertexShaderVideoTransform::VertexShaderVideoTransform() |
| 592 : matrix_location_(-1), | 604 : matrix_location_(-1), tex_matrix_location_(-1) { |
| 593 tex_matrix_location_(-1) {} | 605 } |
| 594 | 606 |
| 595 void VertexShaderVideoTransform::Init(GLES2Interface* context, | 607 void VertexShaderVideoTransform::Init(GLES2Interface* context, |
| 596 unsigned program, | 608 unsigned program, |
| 597 int* base_uniform_index) { | 609 int* base_uniform_index) { |
| 598 static const char* uniforms[] = { | 610 static const char* uniforms[] = { |
| 599 "matrix", | 611 "matrix", "texMatrix", |
| 600 "texMatrix", | |
| 601 }; | 612 }; |
| 602 int locations[arraysize(uniforms)]; | 613 int locations[arraysize(uniforms)]; |
| 603 | 614 |
| 604 GetProgramUniformLocations(context, | 615 GetProgramUniformLocations(context, |
| 605 program, | 616 program, |
| 606 arraysize(uniforms), | 617 arraysize(uniforms), |
| 607 uniforms, | 618 uniforms, |
| 608 locations, | 619 locations, |
| 609 base_uniform_index); | 620 base_uniform_index); |
| 610 matrix_location_ = locations[0]; | 621 matrix_location_ = locations[0]; |
| 611 tex_matrix_location_ = locations[1]; | 622 tex_matrix_location_ = locations[1]; |
| 612 } | 623 } |
| 613 | 624 |
| 614 std::string VertexShaderVideoTransform::GetShaderString() const { | 625 std::string VertexShaderVideoTransform::GetShaderString() const { |
| 626 // clang-format off | |
| 615 return VERTEX_SHADER( | 627 return VERTEX_SHADER( |
| 616 attribute vec4 a_position; | 628 attribute vec4 a_position; |
| 617 attribute TexCoordPrecision vec2 a_texCoord; | 629 attribute TexCoordPrecision vec2 a_texCoord; |
| 618 uniform mat4 matrix; | 630 uniform mat4 matrix; |
| 619 uniform TexCoordPrecision mat4 texMatrix; | 631 uniform TexCoordPrecision mat4 texMatrix; |
| 620 varying TexCoordPrecision vec2 v_texCoord; | 632 varying TexCoordPrecision vec2 v_texCoord; |
| 621 void main() { | 633 void main() { |
| 622 gl_Position = matrix * a_position; | 634 gl_Position = matrix * a_position; |
| 623 v_texCoord = | 635 v_texCoord = |
| 624 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); | 636 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
| 625 } | 637 } |
| 626 ); // NOLINT(whitespace/parens) | 638 ); // NOLINT(whitespace/parens) |
| 639 // clang-format on | |
| 627 } | 640 } |
| 628 | 641 |
| 629 FragmentTexAlphaBinding::FragmentTexAlphaBinding() | 642 FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
| 630 : sampler_location_(-1), | 643 : sampler_location_(-1), alpha_location_(-1) { |
| 631 alpha_location_(-1) {} | 644 } |
| 632 | 645 |
| 633 void FragmentTexAlphaBinding::Init(GLES2Interface* context, | 646 void FragmentTexAlphaBinding::Init(GLES2Interface* context, |
| 634 unsigned program, | 647 unsigned program, |
| 635 int* base_uniform_index) { | 648 int* base_uniform_index) { |
| 636 static const char* uniforms[] = { | 649 static const char* uniforms[] = { |
| 637 "s_texture", | 650 "s_texture", "alpha", |
| 638 "alpha", | |
| 639 }; | 651 }; |
| 640 int locations[arraysize(uniforms)]; | 652 int locations[arraysize(uniforms)]; |
| 641 | 653 |
| 642 GetProgramUniformLocations(context, | 654 GetProgramUniformLocations(context, |
| 643 program, | 655 program, |
| 644 arraysize(uniforms), | 656 arraysize(uniforms), |
| 645 uniforms, | 657 uniforms, |
| 646 locations, | 658 locations, |
| 647 base_uniform_index); | 659 base_uniform_index); |
| 648 sampler_location_ = locations[0]; | 660 sampler_location_ = locations[0]; |
| 649 alpha_location_ = locations[1]; | 661 alpha_location_ = locations[1]; |
| 650 } | 662 } |
| 651 | 663 |
| 652 FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() | 664 FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() |
| 653 : sampler_location_(-1), | 665 : sampler_location_(-1), |
| 654 alpha_location_(-1), | 666 alpha_location_(-1), |
| 655 color_matrix_location_(-1), | 667 color_matrix_location_(-1), |
| 656 color_offset_location_(-1) {} | 668 color_offset_location_(-1) { |
| 669 } | |
| 657 | 670 |
| 658 void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context, | 671 void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context, |
| 659 unsigned program, | 672 unsigned program, |
| 660 int* base_uniform_index) { | 673 int* base_uniform_index) { |
| 661 static const char* uniforms[] = { | 674 static const char* uniforms[] = { |
| 662 "s_texture", | 675 "s_texture", "alpha", "colorMatrix", "colorOffset", |
| 663 "alpha", | |
| 664 "colorMatrix", | |
| 665 "colorOffset", | |
| 666 }; | 676 }; |
| 667 int locations[arraysize(uniforms)]; | 677 int locations[arraysize(uniforms)]; |
| 668 | 678 |
| 669 GetProgramUniformLocations(context, | 679 GetProgramUniformLocations(context, |
| 670 program, | 680 program, |
| 671 arraysize(uniforms), | 681 arraysize(uniforms), |
| 672 uniforms, | 682 uniforms, |
| 673 locations, | 683 locations, |
| 674 base_uniform_index); | 684 base_uniform_index); |
| 675 sampler_location_ = locations[0]; | 685 sampler_location_ = locations[0]; |
| 676 alpha_location_ = locations[1]; | 686 alpha_location_ = locations[1]; |
| 677 color_matrix_location_ = locations[2]; | 687 color_matrix_location_ = locations[2]; |
| 678 color_offset_location_ = locations[3]; | 688 color_offset_location_ = locations[3]; |
| 679 } | 689 } |
| 680 | 690 |
| 681 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() | 691 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) { |
| 682 : sampler_location_(-1) {} | 692 } |
| 683 | 693 |
| 684 void FragmentTexOpaqueBinding::Init(GLES2Interface* context, | 694 void FragmentTexOpaqueBinding::Init(GLES2Interface* context, |
| 685 unsigned program, | 695 unsigned program, |
| 686 int* base_uniform_index) { | 696 int* base_uniform_index) { |
| 687 static const char* uniforms[] = { | 697 static const char* uniforms[] = { |
| 688 "s_texture", | 698 "s_texture", |
| 689 }; | 699 }; |
| 690 int locations[arraysize(uniforms)]; | 700 int locations[arraysize(uniforms)]; |
| 691 | 701 |
| 692 GetProgramUniformLocations(context, | 702 GetProgramUniformLocations(context, |
| 693 program, | 703 program, |
| 694 arraysize(uniforms), | 704 arraysize(uniforms), |
| 695 uniforms, | 705 uniforms, |
| 696 locations, | 706 locations, |
| 697 base_uniform_index); | 707 base_uniform_index); |
| 698 sampler_location_ = locations[0]; | 708 sampler_location_ = locations[0]; |
| 699 } | 709 } |
| 700 | 710 |
| 701 std::string FragmentShaderRGBATexAlpha::GetShaderString( | 711 std::string FragmentShaderRGBATexAlpha::GetShaderString( |
| 702 TexCoordPrecision precision, SamplerType sampler) const { | 712 TexCoordPrecision precision, |
| 713 SamplerType sampler) const { | |
| 714 // clang-format off | |
| 703 return FRAGMENT_SHADER( | 715 return FRAGMENT_SHADER( |
| 704 precision mediump float; | 716 precision mediump float; |
| 705 varying TexCoordPrecision vec2 v_texCoord; | 717 varying TexCoordPrecision vec2 v_texCoord; |
| 706 uniform SamplerType s_texture; | 718 uniform SamplerType s_texture; |
| 707 uniform float alpha; | 719 uniform float alpha; |
| 708 void main() { | 720 void main() { |
| 709 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 721 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 710 gl_FragColor = texColor * alpha; | 722 gl_FragColor = texColor * alpha; |
| 711 } | 723 } |
| 712 ); // NOLINT(whitespace/parens) | 724 ); // NOLINT(whitespace/parens) |
| 725 // clang-format on | |
| 713 } | 726 } |
| 714 | 727 |
| 715 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( | 728 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( |
| 716 TexCoordPrecision precision, SamplerType sampler) const { | 729 TexCoordPrecision precision, |
| 730 SamplerType sampler) const { | |
| 731 // clang-format off | |
| 717 return FRAGMENT_SHADER( | 732 return FRAGMENT_SHADER( |
| 718 precision mediump float; | 733 precision mediump float; |
| 719 varying TexCoordPrecision vec2 v_texCoord; | 734 varying TexCoordPrecision vec2 v_texCoord; |
| 720 uniform SamplerType s_texture; | 735 uniform SamplerType s_texture; |
| 721 uniform float alpha; | 736 uniform float alpha; |
| 722 uniform mat4 colorMatrix; | 737 uniform mat4 colorMatrix; |
| 723 uniform vec4 colorOffset; | 738 uniform vec4 colorOffset; |
| 724 void main() { | 739 void main() { |
| 725 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 740 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 726 float nonZeroAlpha = max(texColor.a, 0.00001); | 741 float nonZeroAlpha = max(texColor.a, 0.00001); |
| 727 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 742 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
| 728 texColor = colorMatrix * texColor + colorOffset; | 743 texColor = colorMatrix * texColor + colorOffset; |
| 729 texColor.rgb *= texColor.a; | 744 texColor.rgb *= texColor.a; |
| 730 texColor = clamp(texColor, 0.0, 1.0); | 745 texColor = clamp(texColor, 0.0, 1.0); |
| 731 gl_FragColor = texColor * alpha; | 746 gl_FragColor = texColor * alpha; |
| 732 } | 747 } |
| 733 ); // NOLINT(whitespace/parens) | 748 ); // NOLINT(whitespace/parens) |
| 749 // clang-format on | |
| 734 } | 750 } |
| 735 | 751 |
| 736 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( | 752 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( |
| 737 TexCoordPrecision precision, SamplerType sampler) const { | 753 TexCoordPrecision precision, |
| 754 SamplerType sampler) const { | |
| 755 // clang-format off | |
| 738 return FRAGMENT_SHADER( | 756 return FRAGMENT_SHADER( |
| 739 precision mediump float; | 757 precision mediump float; |
| 740 varying TexCoordPrecision vec2 v_texCoord; | 758 varying TexCoordPrecision vec2 v_texCoord; |
| 741 varying float v_alpha; | 759 varying float v_alpha; |
| 742 uniform SamplerType s_texture; | 760 uniform SamplerType s_texture; |
| 743 void main() { | 761 void main() { |
| 744 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 762 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 745 gl_FragColor = texColor * v_alpha; | 763 gl_FragColor = texColor * v_alpha; |
| 746 } | 764 } |
| 747 ); // NOLINT(whitespace/parens) | 765 ); // NOLINT(whitespace/parens) |
| 766 // clang-format on | |
| 748 } | 767 } |
| 749 | 768 |
| 750 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( | 769 std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( |
| 751 TexCoordPrecision precision, SamplerType sampler) const { | 770 TexCoordPrecision precision, |
| 771 SamplerType sampler) const { | |
| 772 // clang-format off | |
| 752 return FRAGMENT_SHADER( | 773 return FRAGMENT_SHADER( |
| 753 precision mediump float; | 774 precision mediump float; |
| 754 varying TexCoordPrecision vec2 v_texCoord; | 775 varying TexCoordPrecision vec2 v_texCoord; |
| 755 varying float v_alpha; | 776 varying float v_alpha; |
| 756 uniform SamplerType s_texture; | 777 uniform SamplerType s_texture; |
| 757 void main() { | 778 void main() { |
| 758 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 779 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 759 texColor.rgb *= texColor.a; | 780 texColor.rgb *= texColor.a; |
| 760 gl_FragColor = texColor * v_alpha; | 781 gl_FragColor = texColor * v_alpha; |
| 761 } | 782 } |
| 762 ); // NOLINT(whitespace/parens) | 783 ); // NOLINT(whitespace/parens) |
| 784 // clang-format on | |
| 763 } | 785 } |
| 764 | 786 |
| 765 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() | 787 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() |
| 766 : background_color_location_(-1), | 788 : background_color_location_(-1), sampler_location_(-1) { |
| 767 sampler_location_(-1) { | |
| 768 } | 789 } |
| 769 | 790 |
| 770 void FragmentTexBackgroundBinding::Init(GLES2Interface* context, | 791 void FragmentTexBackgroundBinding::Init(GLES2Interface* context, |
| 771 unsigned program, | 792 unsigned program, |
| 772 int* base_uniform_index) { | 793 int* base_uniform_index) { |
| 773 static const char* uniforms[] = { | 794 static const char* uniforms[] = { |
| 774 "s_texture", | 795 "s_texture", "background_color", |
| 775 "background_color", | |
| 776 }; | 796 }; |
| 777 int locations[arraysize(uniforms)]; | 797 int locations[arraysize(uniforms)]; |
| 778 | 798 |
| 779 GetProgramUniformLocations(context, | 799 GetProgramUniformLocations(context, |
| 780 program, | 800 program, |
| 781 arraysize(uniforms), | 801 arraysize(uniforms), |
| 782 uniforms, | 802 uniforms, |
| 783 locations, | 803 locations, |
| 784 base_uniform_index); | 804 base_uniform_index); |
| 785 | 805 |
| 786 sampler_location_ = locations[0]; | 806 sampler_location_ = locations[0]; |
| 787 DCHECK_NE(sampler_location_, -1); | 807 DCHECK_NE(sampler_location_, -1); |
| 788 | 808 |
| 789 background_color_location_ = locations[1]; | 809 background_color_location_ = locations[1]; |
| 790 DCHECK_NE(background_color_location_, -1); | 810 DCHECK_NE(background_color_location_, -1); |
| 791 } | 811 } |
| 792 | 812 |
| 793 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( | 813 std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( |
| 794 TexCoordPrecision precision, SamplerType sampler) const { | 814 TexCoordPrecision precision, |
| 815 SamplerType sampler) const { | |
| 816 // clang-format off | |
| 795 return FRAGMENT_SHADER( | 817 return FRAGMENT_SHADER( |
| 796 precision mediump float; | 818 precision mediump float; |
| 797 varying TexCoordPrecision vec2 v_texCoord; | 819 varying TexCoordPrecision vec2 v_texCoord; |
| 798 varying float v_alpha; | 820 varying float v_alpha; |
| 799 uniform vec4 background_color; | 821 uniform vec4 background_color; |
| 800 uniform SamplerType s_texture; | 822 uniform SamplerType s_texture; |
| 801 void main() { | 823 void main() { |
| 802 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 824 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 803 texColor += background_color * (1.0 - texColor.a); | 825 texColor += background_color * (1.0 - texColor.a); |
| 804 gl_FragColor = texColor * v_alpha; | 826 gl_FragColor = texColor * v_alpha; |
| 805 } | 827 } |
| 806 ); // NOLINT(whitespace/parens) | 828 ); // NOLINT(whitespace/parens) |
| 829 // clang-format on | |
| 807 } | 830 } |
| 808 | 831 |
| 809 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString( | 832 std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString( |
| 810 TexCoordPrecision precision, SamplerType sampler) const { | 833 TexCoordPrecision precision, |
| 834 SamplerType sampler) const { | |
| 835 // clang-format off | |
| 811 return FRAGMENT_SHADER( | 836 return FRAGMENT_SHADER( |
| 812 precision mediump float; | 837 precision mediump float; |
| 813 varying TexCoordPrecision vec2 v_texCoord; | 838 varying TexCoordPrecision vec2 v_texCoord; |
| 814 varying float v_alpha; | 839 varying float v_alpha; |
| 815 uniform vec4 background_color; | 840 uniform vec4 background_color; |
| 816 uniform SamplerType s_texture; | 841 uniform SamplerType s_texture; |
| 817 void main() { | 842 void main() { |
| 818 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 843 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 819 texColor.rgb *= texColor.a; | 844 texColor.rgb *= texColor.a; |
| 820 texColor += background_color * (1.0 - texColor.a); | 845 texColor += background_color * (1.0 - texColor.a); |
| 821 gl_FragColor = texColor * v_alpha; | 846 gl_FragColor = texColor * v_alpha; |
| 822 } | 847 } |
| 823 ); // NOLINT(whitespace/parens) | 848 ); // NOLINT(whitespace/parens) |
| 849 // clang-format on | |
| 824 } | 850 } |
| 825 | 851 |
| 826 std::string FragmentShaderRGBATexOpaque::GetShaderString( | 852 std::string FragmentShaderRGBATexOpaque::GetShaderString( |
| 827 TexCoordPrecision precision, SamplerType sampler) const { | 853 TexCoordPrecision precision, |
| 854 SamplerType sampler) const { | |
| 855 // clang-format off | |
| 828 return FRAGMENT_SHADER( | 856 return FRAGMENT_SHADER( |
| 829 precision mediump float; | 857 precision mediump float; |
| 830 varying TexCoordPrecision vec2 v_texCoord; | 858 varying TexCoordPrecision vec2 v_texCoord; |
| 831 uniform SamplerType s_texture; | 859 uniform SamplerType s_texture; |
| 832 void main() { | 860 void main() { |
| 833 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 861 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 834 gl_FragColor = vec4(texColor.rgb, 1.0); | 862 gl_FragColor = vec4(texColor.rgb, 1.0); |
| 835 } | 863 } |
| 836 ); // NOLINT(whitespace/parens) | 864 ); // NOLINT(whitespace/parens) |
| 865 // clang-format on | |
| 837 } | 866 } |
| 838 | 867 |
| 839 std::string FragmentShaderRGBATex::GetShaderString( | 868 std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision, |
| 840 TexCoordPrecision precision, SamplerType sampler) const { | 869 SamplerType sampler) const { |
| 870 // clang-format off | |
| 841 return FRAGMENT_SHADER( | 871 return FRAGMENT_SHADER( |
| 842 precision mediump float; | 872 precision mediump float; |
| 843 varying TexCoordPrecision vec2 v_texCoord; | 873 varying TexCoordPrecision vec2 v_texCoord; |
| 844 uniform SamplerType s_texture; | 874 uniform SamplerType s_texture; |
| 845 void main() { | 875 void main() { |
| 846 gl_FragColor = TextureLookup(s_texture, v_texCoord); | 876 gl_FragColor = TextureLookup(s_texture, v_texCoord); |
| 847 } | 877 } |
| 848 ); // NOLINT(whitespace/parens) | 878 ); // NOLINT(whitespace/parens) |
| 879 // clang-format on | |
| 849 } | 880 } |
| 850 | 881 |
| 851 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( | 882 std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( |
| 852 TexCoordPrecision precision, SamplerType sampler) const { | 883 TexCoordPrecision precision, |
| 884 SamplerType sampler) const { | |
| 885 // clang-format off | |
| 853 return FRAGMENT_SHADER( | 886 return FRAGMENT_SHADER( |
| 854 precision mediump float; | 887 precision mediump float; |
| 855 varying TexCoordPrecision vec2 v_texCoord; | 888 varying TexCoordPrecision vec2 v_texCoord; |
| 856 uniform SamplerType s_texture; | 889 uniform SamplerType s_texture; |
| 857 uniform float alpha; | 890 uniform float alpha; |
| 858 void main() { | 891 void main() { |
| 859 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 892 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 860 gl_FragColor = | 893 gl_FragColor = |
| 861 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; | 894 vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
| 862 } | 895 } |
| 863 ); // NOLINT(whitespace/parens) | 896 ); // NOLINT(whitespace/parens) |
| 897 // clang-format on | |
| 864 } | 898 } |
| 865 | 899 |
| 866 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString( | 900 std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString( |
| 867 TexCoordPrecision precision, SamplerType sampler) const { | 901 TexCoordPrecision precision, |
| 902 SamplerType sampler) const { | |
| 903 // clang-format off | |
| 868 return FRAGMENT_SHADER( | 904 return FRAGMENT_SHADER( |
| 869 precision mediump float; | 905 precision mediump float; |
| 870 varying TexCoordPrecision vec2 v_texCoord; | 906 varying TexCoordPrecision vec2 v_texCoord; |
| 871 uniform SamplerType s_texture; | 907 uniform SamplerType s_texture; |
| 872 void main() { | 908 void main() { |
| 873 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 909 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 874 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); | 910 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
| 875 } | 911 } |
| 876 ); // NOLINT(whitespace/parens) | 912 ); // NOLINT(whitespace/parens) |
| 913 // clang-format on | |
| 877 } | 914 } |
| 878 | 915 |
| 879 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() | 916 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
| 880 : sampler_location_(-1), | 917 : sampler_location_(-1), alpha_location_(-1) { |
| 881 alpha_location_(-1) {} | 918 } |
| 882 | 919 |
| 883 void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, | 920 void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, |
| 884 unsigned program, | 921 unsigned program, |
| 885 int* base_uniform_index) { | 922 int* base_uniform_index) { |
| 886 static const char* uniforms[] = { | 923 static const char* uniforms[] = { |
| 887 "s_texture", | 924 "s_texture", "alpha", |
| 888 "alpha", | |
| 889 }; | 925 }; |
| 890 int locations[arraysize(uniforms)]; | 926 int locations[arraysize(uniforms)]; |
| 891 | 927 |
| 892 GetProgramUniformLocations(context, | 928 GetProgramUniformLocations(context, |
| 893 program, | 929 program, |
| 894 arraysize(uniforms), | 930 arraysize(uniforms), |
| 895 uniforms, | 931 uniforms, |
| 896 locations, | 932 locations, |
| 897 base_uniform_index); | 933 base_uniform_index); |
| 898 sampler_location_ = locations[0]; | 934 sampler_location_ = locations[0]; |
| 899 alpha_location_ = locations[1]; | 935 alpha_location_ = locations[1]; |
| 900 } | 936 } |
| 901 | 937 |
| 902 std::string FragmentShaderRGBATexAlphaAA::GetShaderString( | 938 std::string FragmentShaderRGBATexAlphaAA::GetShaderString( |
| 903 TexCoordPrecision precision, SamplerType sampler) const { | 939 TexCoordPrecision precision, |
| 940 SamplerType sampler) const { | |
| 941 // clang-format off | |
| 904 return FRAGMENT_SHADER( | 942 return FRAGMENT_SHADER( |
| 905 precision mediump float; | 943 precision mediump float; |
| 906 uniform SamplerType s_texture; | 944 uniform SamplerType s_texture; |
| 907 uniform float alpha; | 945 uniform float alpha; |
| 908 varying TexCoordPrecision vec2 v_texCoord; | 946 varying TexCoordPrecision vec2 v_texCoord; |
| 909 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 947 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| 910 | 948 |
| 911 void main() { | 949 void main() { |
| 912 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 950 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 913 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 951 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| 914 vec2 d2 = min(d4.xz, d4.yw); | 952 vec2 d2 = min(d4.xz, d4.yw); |
| 915 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 953 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| 916 gl_FragColor = texColor * alpha * aa; | 954 gl_FragColor = texColor * alpha * aa; |
| 917 } | 955 } |
| 918 ); // NOLINT(whitespace/parens) | 956 ); // NOLINT(whitespace/parens) |
| 957 // clang-format on | |
| 919 } | 958 } |
| 920 | 959 |
| 921 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() | 960 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
| 922 : sampler_location_(-1), | 961 : sampler_location_(-1), |
| 923 alpha_location_(-1), | 962 alpha_location_(-1), |
| 924 fragment_tex_transform_location_(-1) {} | 963 fragment_tex_transform_location_(-1) { |
| 964 } | |
| 925 | 965 |
| 926 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, | 966 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, |
| 927 unsigned program, | 967 unsigned program, |
| 928 int* base_uniform_index) { | 968 int* base_uniform_index) { |
| 929 static const char* uniforms[] = { | 969 static const char* uniforms[] = { |
| 930 "s_texture", | 970 "s_texture", "alpha", "fragmentTexTransform", |
| 931 "alpha", | |
| 932 "fragmentTexTransform", | |
| 933 }; | 971 }; |
| 934 int locations[arraysize(uniforms)]; | 972 int locations[arraysize(uniforms)]; |
| 935 | 973 |
| 936 GetProgramUniformLocations(context, | 974 GetProgramUniformLocations(context, |
| 937 program, | 975 program, |
| 938 arraysize(uniforms), | 976 arraysize(uniforms), |
| 939 uniforms, | 977 uniforms, |
| 940 locations, | 978 locations, |
| 941 base_uniform_index); | 979 base_uniform_index); |
| 942 sampler_location_ = locations[0]; | 980 sampler_location_ = locations[0]; |
| 943 alpha_location_ = locations[1]; | 981 alpha_location_ = locations[1]; |
| 944 fragment_tex_transform_location_ = locations[2]; | 982 fragment_tex_transform_location_ = locations[2]; |
| 945 } | 983 } |
| 946 | 984 |
| 947 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString( | 985 std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString( |
| 948 TexCoordPrecision precision, SamplerType sampler) const { | 986 TexCoordPrecision precision, |
| 987 SamplerType sampler) const { | |
| 988 // clang-format off | |
| 949 return FRAGMENT_SHADER( | 989 return FRAGMENT_SHADER( |
| 950 precision mediump float; | 990 precision mediump float; |
| 951 uniform SamplerType s_texture; | 991 uniform SamplerType s_texture; |
| 952 uniform float alpha; | 992 uniform float alpha; |
| 953 uniform TexCoordPrecision vec4 fragmentTexTransform; | 993 uniform TexCoordPrecision vec4 fragmentTexTransform; |
| 954 varying TexCoordPrecision vec2 v_texCoord; | 994 varying TexCoordPrecision vec2 v_texCoord; |
| 955 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 995 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| 956 | 996 |
| 957 void main() { | 997 void main() { |
| 958 TexCoordPrecision vec2 texCoord = | 998 TexCoordPrecision vec2 texCoord = |
| 959 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + | 999 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
| 960 fragmentTexTransform.xy; | 1000 fragmentTexTransform.xy; |
| 961 vec4 texColor = TextureLookup(s_texture, texCoord); | 1001 vec4 texColor = TextureLookup(s_texture, texCoord); |
| 962 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1002 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| 963 vec2 d2 = min(d4.xz, d4.yw); | 1003 vec2 d2 = min(d4.xz, d4.yw); |
| 964 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1004 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| 965 gl_FragColor = texColor * alpha * aa; | 1005 gl_FragColor = texColor * alpha * aa; |
| 966 } | 1006 } |
| 967 ); // NOLINT(whitespace/parens) | 1007 ); // NOLINT(whitespace/parens) |
| 1008 // clang-format on | |
| 968 } | 1009 } |
| 969 | 1010 |
| 970 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString( | 1011 std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString( |
| 971 TexCoordPrecision precision, SamplerType sampler) const { | 1012 TexCoordPrecision precision, |
| 1013 SamplerType sampler) const { | |
| 1014 // clang-format off | |
| 972 return FRAGMENT_SHADER( | 1015 return FRAGMENT_SHADER( |
|
danakj
2014/10/16 19:25:11
could we turn format on inside the shader code som
enne (OOO)
2014/10/16 19:39:30
Done. The only weirdness (other than the growing
| |
| 973 precision mediump float; | 1016 precision mediump float; |
| 974 uniform SamplerType s_texture; | 1017 uniform SamplerType s_texture; |
| 975 uniform float alpha; | 1018 uniform float alpha; |
| 976 uniform TexCoordPrecision vec4 fragmentTexTransform; | 1019 uniform TexCoordPrecision vec4 fragmentTexTransform; |
| 977 varying TexCoordPrecision vec2 v_texCoord; | 1020 varying TexCoordPrecision vec2 v_texCoord; |
| 978 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1021 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| 979 | 1022 |
| 980 void main() { | 1023 void main() { |
| 981 TexCoordPrecision vec2 texCoord = | 1024 TexCoordPrecision vec2 texCoord = |
| 982 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + | 1025 clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
| 983 fragmentTexTransform.xy; | 1026 fragmentTexTransform.xy; |
| 984 vec4 texColor = TextureLookup(s_texture, texCoord); | 1027 vec4 texColor = TextureLookup(s_texture, texCoord); |
| 985 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1028 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| 986 vec2 d2 = min(d4.xz, d4.yw); | 1029 vec2 d2 = min(d4.xz, d4.yw); |
| 987 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1030 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) * | 1031 gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * |
| 989 alpha * aa; | 1032 alpha * aa; |
| 990 } | 1033 } |
| 991 ); // NOLINT(whitespace/parens) | 1034 ); // NOLINT(whitespace/parens) |
| 1035 // clang-format on | |
| 992 } | 1036 } |
| 993 | 1037 |
| 994 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() | 1038 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() |
| 995 : sampler_location_(-1), | 1039 : sampler_location_(-1), |
| 996 mask_sampler_location_(-1), | 1040 mask_sampler_location_(-1), |
| 997 alpha_location_(-1), | 1041 alpha_location_(-1), |
| 998 mask_tex_coord_scale_location_(-1) {} | 1042 mask_tex_coord_scale_location_(-1) { |
| 1043 } | |
| 999 | 1044 |
| 1000 void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, | 1045 void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, |
| 1001 unsigned program, | 1046 unsigned program, |
| 1002 int* base_uniform_index) { | 1047 int* base_uniform_index) { |
| 1003 static const char* uniforms[] = { | 1048 static const char* uniforms[] = { |
| 1004 "s_texture", | 1049 "s_texture", "s_mask", "alpha", "maskTexCoordScale", "maskTexCoordOffset", |
| 1005 "s_mask", | |
| 1006 "alpha", | |
| 1007 "maskTexCoordScale", | |
| 1008 "maskTexCoordOffset", | |
| 1009 }; | 1050 }; |
| 1010 int locations[arraysize(uniforms)]; | 1051 int locations[arraysize(uniforms)]; |
| 1011 | 1052 |
| 1012 GetProgramUniformLocations(context, | 1053 GetProgramUniformLocations(context, |
| 1013 program, | 1054 program, |
| 1014 arraysize(uniforms), | 1055 arraysize(uniforms), |
| 1015 uniforms, | 1056 uniforms, |
| 1016 locations, | 1057 locations, |
| 1017 base_uniform_index); | 1058 base_uniform_index); |
| 1018 sampler_location_ = locations[0]; | 1059 sampler_location_ = locations[0]; |
| 1019 mask_sampler_location_ = locations[1]; | 1060 mask_sampler_location_ = locations[1]; |
| 1020 alpha_location_ = locations[2]; | 1061 alpha_location_ = locations[2]; |
| 1021 mask_tex_coord_scale_location_ = locations[3]; | 1062 mask_tex_coord_scale_location_ = locations[3]; |
| 1022 mask_tex_coord_offset_location_ = locations[4]; | 1063 mask_tex_coord_offset_location_ = locations[4]; |
| 1023 } | 1064 } |
| 1024 | 1065 |
| 1025 std::string FragmentShaderRGBATexAlphaMask::GetShaderString( | 1066 std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
| 1026 TexCoordPrecision precision, SamplerType sampler) const { | 1067 TexCoordPrecision precision, |
| 1068 SamplerType sampler) const { | |
| 1069 // clang-format off | |
| 1027 return FRAGMENT_SHADER( | 1070 return FRAGMENT_SHADER( |
| 1028 precision mediump float; | 1071 precision mediump float; |
| 1029 varying TexCoordPrecision vec2 v_texCoord; | 1072 varying TexCoordPrecision vec2 v_texCoord; |
| 1030 uniform SamplerType s_texture; | 1073 uniform sampler2D s_texture; |
|
danakj
2014/10/16 19:25:11
<_<
enne (OOO)
2014/10/16 19:39:30
I blame emacs.
| |
| 1031 uniform SamplerType s_mask; | 1074 uniform SamplerType s_mask; |
| 1032 uniform TexCoordPrecision vec2 maskTexCoordScale; | 1075 uniform TexCoordPrecision vec2 maskTexCoordScale; |
| 1033 uniform TexCoordPrecision vec2 maskTexCoordOffset; | 1076 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
| 1034 uniform float alpha; | 1077 uniform float alpha; |
| 1035 void main() { | 1078 void main() { |
| 1036 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1079 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 1037 TexCoordPrecision vec2 maskTexCoord = | 1080 TexCoordPrecision vec2 maskTexCoord = |
| 1038 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1081 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| 1039 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1082 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| 1040 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1083 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
| 1041 gl_FragColor = texColor * alpha * maskColor.w; | 1084 gl_FragColor = texColor * alpha * maskColor.w; |
| 1042 } | 1085 } |
| 1043 ); // NOLINT(whitespace/parens) | 1086 ); // NOLINT(whitespace/parens) |
| 1087 // clang-format on | |
| 1044 } | 1088 } |
| 1045 | 1089 |
| 1046 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() | 1090 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
| 1047 : sampler_location_(-1), | 1091 : sampler_location_(-1), |
| 1048 mask_sampler_location_(-1), | 1092 mask_sampler_location_(-1), |
| 1049 alpha_location_(-1), | 1093 alpha_location_(-1), |
| 1050 mask_tex_coord_scale_location_(-1), | 1094 mask_tex_coord_scale_location_(-1), |
| 1051 mask_tex_coord_offset_location_(-1) {} | 1095 mask_tex_coord_offset_location_(-1) { |
| 1096 } | |
| 1052 | 1097 |
| 1053 void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, | 1098 void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, |
| 1054 unsigned program, | 1099 unsigned program, |
| 1055 int* base_uniform_index) { | 1100 int* base_uniform_index) { |
| 1056 static const char* uniforms[] = { | 1101 static const char* uniforms[] = { |
| 1057 "s_texture", | 1102 "s_texture", "s_mask", "alpha", "maskTexCoordScale", "maskTexCoordOffset", |
| 1058 "s_mask", | |
| 1059 "alpha", | |
| 1060 "maskTexCoordScale", | |
| 1061 "maskTexCoordOffset", | |
| 1062 }; | 1103 }; |
| 1063 int locations[arraysize(uniforms)]; | 1104 int locations[arraysize(uniforms)]; |
| 1064 | 1105 |
| 1065 GetProgramUniformLocations(context, | 1106 GetProgramUniformLocations(context, |
| 1066 program, | 1107 program, |
| 1067 arraysize(uniforms), | 1108 arraysize(uniforms), |
| 1068 uniforms, | 1109 uniforms, |
| 1069 locations, | 1110 locations, |
| 1070 base_uniform_index); | 1111 base_uniform_index); |
| 1071 sampler_location_ = locations[0]; | 1112 sampler_location_ = locations[0]; |
| 1072 mask_sampler_location_ = locations[1]; | 1113 mask_sampler_location_ = locations[1]; |
| 1073 alpha_location_ = locations[2]; | 1114 alpha_location_ = locations[2]; |
| 1074 mask_tex_coord_scale_location_ = locations[3]; | 1115 mask_tex_coord_scale_location_ = locations[3]; |
| 1075 mask_tex_coord_offset_location_ = locations[4]; | 1116 mask_tex_coord_offset_location_ = locations[4]; |
| 1076 } | 1117 } |
| 1077 | 1118 |
| 1078 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( | 1119 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
| 1079 TexCoordPrecision precision, SamplerType sampler) const { | 1120 TexCoordPrecision precision, |
| 1121 SamplerType sampler) const { | |
| 1122 // clang-format off | |
| 1080 return FRAGMENT_SHADER( | 1123 return FRAGMENT_SHADER( |
| 1081 precision mediump float; | 1124 precision mediump float; |
| 1082 uniform SamplerType s_texture; | 1125 uniform sampler2D s_texture; |
| 1083 uniform SamplerType s_mask; | 1126 uniform SamplerType s_mask; |
| 1084 uniform TexCoordPrecision vec2 maskTexCoordScale; | 1127 uniform TexCoordPrecision vec2 maskTexCoordScale; |
| 1085 uniform TexCoordPrecision vec2 maskTexCoordOffset; | 1128 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
| 1086 uniform float alpha; | 1129 uniform float alpha; |
| 1087 varying TexCoordPrecision vec2 v_texCoord; | 1130 varying TexCoordPrecision vec2 v_texCoord; |
| 1088 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1131 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| 1089 | 1132 |
| 1090 void main() { | 1133 void main() { |
| 1091 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1134 vec4 texColor = texture2D(s_texture, v_texCoord); |
|
danakj
2014/10/16 19:25:10
<_<
| |
| 1092 TexCoordPrecision vec2 maskTexCoord = | 1135 TexCoordPrecision vec2 maskTexCoord = |
| 1093 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1136 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| 1094 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1137 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| 1095 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1138 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
| 1096 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1139 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| 1097 vec2 d2 = min(d4.xz, d4.yw); | 1140 vec2 d2 = min(d4.xz, d4.yw); |
| 1098 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1141 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| 1099 gl_FragColor = texColor * alpha * maskColor.w * aa; | 1142 gl_FragColor = texColor * alpha * maskColor.w * aa; |
| 1100 } | 1143 } |
| 1101 ); // NOLINT(whitespace/parens) | 1144 ); // NOLINT(whitespace/parens) |
| 1145 // clang-format on | |
| 1102 } | 1146 } |
| 1103 | 1147 |
| 1104 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: | 1148 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: |
| 1105 FragmentShaderRGBATexAlphaMaskColorMatrixAA() | 1149 FragmentShaderRGBATexAlphaMaskColorMatrixAA() |
| 1106 : sampler_location_(-1), | 1150 : sampler_location_(-1), |
| 1107 mask_sampler_location_(-1), | 1151 mask_sampler_location_(-1), |
| 1108 alpha_location_(-1), | 1152 alpha_location_(-1), |
| 1109 mask_tex_coord_scale_location_(-1), | 1153 mask_tex_coord_scale_location_(-1), |
| 1110 color_matrix_location_(-1), | 1154 color_matrix_location_(-1), |
| 1111 color_offset_location_(-1) {} | 1155 color_offset_location_(-1) { |
| 1156 } | |
| 1112 | 1157 |
| 1113 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( | 1158 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( |
| 1114 GLES2Interface* context, | 1159 GLES2Interface* context, |
| 1115 unsigned program, | 1160 unsigned program, |
| 1116 int* base_uniform_index) { | 1161 int* base_uniform_index) { |
| 1117 static const char* uniforms[] = { | 1162 static const char* uniforms[] = { |
| 1118 "s_texture", | 1163 "s_texture", |
| 1119 "s_mask", | 1164 "s_mask", |
| 1120 "alpha", | 1165 "alpha", |
| 1121 "maskTexCoordScale", | 1166 "maskTexCoordScale", |
| 1122 "maskTexCoordOffset", | 1167 "maskTexCoordOffset", |
| 1123 "colorMatrix", | 1168 "colorMatrix", |
| 1124 "colorOffset", | 1169 "colorOffset", |
| 1125 }; | 1170 }; |
| 1126 int locations[arraysize(uniforms)]; | 1171 int locations[arraysize(uniforms)]; |
| 1127 | 1172 |
| 1128 GetProgramUniformLocations(context, | 1173 GetProgramUniformLocations(context, |
| 1129 program, | 1174 program, |
| 1130 arraysize(uniforms), | 1175 arraysize(uniforms), |
| 1131 uniforms, | 1176 uniforms, |
| 1132 locations, | 1177 locations, |
| 1133 base_uniform_index); | 1178 base_uniform_index); |
| 1134 sampler_location_ = locations[0]; | 1179 sampler_location_ = locations[0]; |
| 1135 mask_sampler_location_ = locations[1]; | 1180 mask_sampler_location_ = locations[1]; |
| 1136 alpha_location_ = locations[2]; | 1181 alpha_location_ = locations[2]; |
| 1137 mask_tex_coord_scale_location_ = locations[3]; | 1182 mask_tex_coord_scale_location_ = locations[3]; |
| 1138 mask_tex_coord_offset_location_ = locations[4]; | 1183 mask_tex_coord_offset_location_ = locations[4]; |
| 1139 color_matrix_location_ = locations[5]; | 1184 color_matrix_location_ = locations[5]; |
| 1140 color_offset_location_ = locations[6]; | 1185 color_offset_location_ = locations[6]; |
| 1141 } | 1186 } |
| 1142 | 1187 |
| 1143 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( | 1188 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
| 1144 TexCoordPrecision precision, SamplerType sampler) const { | 1189 TexCoordPrecision precision, |
| 1190 SamplerType sampler) const { | |
| 1191 // clang-format off | |
| 1145 return FRAGMENT_SHADER( | 1192 return FRAGMENT_SHADER( |
| 1146 precision mediump float; | 1193 precision mediump float; |
| 1147 uniform SamplerType s_texture; | 1194 uniform sampler2D s_texture; |
| 1148 uniform SamplerType s_mask; | 1195 uniform SamplerType s_mask; |
| 1149 uniform vec2 maskTexCoordScale; | 1196 uniform vec2 maskTexCoordScale; |
| 1150 uniform vec2 maskTexCoordOffset; | 1197 uniform vec2 maskTexCoordOffset; |
| 1151 uniform mat4 colorMatrix; | 1198 uniform mat4 colorMatrix; |
| 1152 uniform vec4 colorOffset; | 1199 uniform vec4 colorOffset; |
| 1153 uniform float alpha; | 1200 uniform float alpha; |
| 1154 varying TexCoordPrecision vec2 v_texCoord; | 1201 varying TexCoordPrecision vec2 v_texCoord; |
| 1155 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1202 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| 1156 | 1203 |
| 1157 void main() { | 1204 void main() { |
| 1158 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1205 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 1159 float nonZeroAlpha = max(texColor.a, 0.00001); | 1206 float nonZeroAlpha = max(texColor.a, 0.00001); |
| 1160 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1207 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
| 1161 texColor = colorMatrix * texColor + colorOffset; | 1208 texColor = colorMatrix * texColor + colorOffset; |
| 1162 texColor.rgb *= texColor.a; | 1209 texColor.rgb *= texColor.a; |
| 1163 texColor = clamp(texColor, 0.0, 1.0); | 1210 texColor = clamp(texColor, 0.0, 1.0); |
| 1164 TexCoordPrecision vec2 maskTexCoord = | 1211 TexCoordPrecision vec2 maskTexCoord = |
| 1165 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1212 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| 1166 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1213 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| 1167 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1214 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
| 1168 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1215 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| 1169 vec2 d2 = min(d4.xz, d4.yw); | 1216 vec2 d2 = min(d4.xz, d4.yw); |
| 1170 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1217 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| 1171 gl_FragColor = texColor * alpha * maskColor.w * aa; | 1218 gl_FragColor = texColor * alpha * maskColor.w * aa; |
| 1172 } | 1219 } |
| 1173 ); // NOLINT(whitespace/parens) | 1220 ); // NOLINT(whitespace/parens) |
| 1221 // clang-format on | |
| 1174 } | 1222 } |
| 1175 | 1223 |
| 1176 FragmentShaderRGBATexAlphaColorMatrixAA:: | 1224 FragmentShaderRGBATexAlphaColorMatrixAA:: |
| 1177 FragmentShaderRGBATexAlphaColorMatrixAA() | 1225 FragmentShaderRGBATexAlphaColorMatrixAA() |
| 1178 : sampler_location_(-1), | 1226 : sampler_location_(-1), |
| 1179 alpha_location_(-1), | 1227 alpha_location_(-1), |
| 1180 color_matrix_location_(-1), | 1228 color_matrix_location_(-1), |
| 1181 color_offset_location_(-1) {} | 1229 color_offset_location_(-1) { |
| 1230 } | |
| 1182 | 1231 |
| 1183 void FragmentShaderRGBATexAlphaColorMatrixAA::Init( | 1232 void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context, |
| 1184 GLES2Interface* context, | 1233 unsigned program, |
| 1185 unsigned program, | 1234 int* base_uniform_index) { |
| 1186 int* base_uniform_index) { | |
| 1187 static const char* uniforms[] = { | 1235 static const char* uniforms[] = { |
| 1188 "s_texture", | 1236 "s_texture", "alpha", "colorMatrix", "colorOffset", |
| 1189 "alpha", | |
| 1190 "colorMatrix", | |
| 1191 "colorOffset", | |
| 1192 }; | 1237 }; |
| 1193 int locations[arraysize(uniforms)]; | 1238 int locations[arraysize(uniforms)]; |
| 1194 | 1239 |
| 1195 GetProgramUniformLocations(context, | 1240 GetProgramUniformLocations(context, |
| 1196 program, | 1241 program, |
| 1197 arraysize(uniforms), | 1242 arraysize(uniforms), |
| 1198 uniforms, | 1243 uniforms, |
| 1199 locations, | 1244 locations, |
| 1200 base_uniform_index); | 1245 base_uniform_index); |
| 1201 sampler_location_ = locations[0]; | 1246 sampler_location_ = locations[0]; |
| 1202 alpha_location_ = locations[1]; | 1247 alpha_location_ = locations[1]; |
| 1203 color_matrix_location_ = locations[2]; | 1248 color_matrix_location_ = locations[2]; |
| 1204 color_offset_location_ = locations[3]; | 1249 color_offset_location_ = locations[3]; |
| 1205 } | 1250 } |
| 1206 | 1251 |
| 1207 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( | 1252 std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( |
| 1208 TexCoordPrecision precision, SamplerType sampler) const { | 1253 TexCoordPrecision precision, |
| 1254 SamplerType sampler) const { | |
| 1255 // clang-format off | |
| 1209 return FRAGMENT_SHADER( | 1256 return FRAGMENT_SHADER( |
| 1210 precision mediump float; | 1257 precision mediump float; |
| 1211 uniform SamplerType s_texture; | 1258 uniform SamplerType s_texture; |
| 1212 uniform float alpha; | 1259 uniform float alpha; |
| 1213 uniform mat4 colorMatrix; | 1260 uniform mat4 colorMatrix; |
| 1214 uniform vec4 colorOffset; | 1261 uniform vec4 colorOffset; |
| 1215 varying TexCoordPrecision vec2 v_texCoord; | 1262 varying TexCoordPrecision vec2 v_texCoord; |
| 1216 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1263 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
| 1217 | 1264 |
| 1218 void main() { | 1265 void main() { |
| 1219 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1266 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
| 1220 float nonZeroAlpha = max(texColor.a, 0.00001); | 1267 float nonZeroAlpha = max(texColor.a, 0.00001); |
| 1221 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1268 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
| 1222 texColor = colorMatrix * texColor + colorOffset; | 1269 texColor = colorMatrix * texColor + colorOffset; |
| 1223 texColor.rgb *= texColor.a; | 1270 texColor.rgb *= texColor.a; |
| 1224 texColor = clamp(texColor, 0.0, 1.0); | 1271 texColor = clamp(texColor, 0.0, 1.0); |
| 1225 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1272 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| 1226 vec2 d2 = min(d4.xz, d4.yw); | 1273 vec2 d2 = min(d4.xz, d4.yw); |
| 1227 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1274 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| 1228 gl_FragColor = texColor * alpha * aa; | 1275 gl_FragColor = texColor * alpha * aa; |
| 1229 } | 1276 } |
| 1230 ); // NOLINT(whitespace/parens) | 1277 ); // NOLINT(whitespace/parens) |
| 1278 // clang-format on | |
| 1231 } | 1279 } |
| 1232 | 1280 |
| 1233 FragmentShaderRGBATexAlphaMaskColorMatrix:: | 1281 FragmentShaderRGBATexAlphaMaskColorMatrix:: |
| 1234 FragmentShaderRGBATexAlphaMaskColorMatrix() | 1282 FragmentShaderRGBATexAlphaMaskColorMatrix() |
| 1235 : sampler_location_(-1), | 1283 : sampler_location_(-1), |
| 1236 mask_sampler_location_(-1), | 1284 mask_sampler_location_(-1), |
| 1237 alpha_location_(-1), | 1285 alpha_location_(-1), |
| 1238 mask_tex_coord_scale_location_(-1) {} | 1286 mask_tex_coord_scale_location_(-1) { |
| 1287 } | |
| 1239 | 1288 |
| 1240 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init( | 1289 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context, |
| 1241 GLES2Interface* context, | 1290 unsigned program, |
| 1242 unsigned program, | 1291 int* base_uniform_index) { |
| 1243 int* base_uniform_index) { | |
| 1244 static const char* uniforms[] = { | 1292 static const char* uniforms[] = { |
| 1245 "s_texture", | 1293 "s_texture", |
| 1246 "s_mask", | 1294 "s_mask", |
| 1247 "alpha", | 1295 "alpha", |
| 1248 "maskTexCoordScale", | 1296 "maskTexCoordScale", |
| 1249 "maskTexCoordOffset", | 1297 "maskTexCoordOffset", |
| 1250 "colorMatrix", | 1298 "colorMatrix", |
| 1251 "colorOffset", | 1299 "colorOffset", |
| 1252 }; | 1300 }; |
| 1253 int locations[arraysize(uniforms)]; | 1301 int locations[arraysize(uniforms)]; |
| 1254 | 1302 |
| 1255 GetProgramUniformLocations(context, | 1303 GetProgramUniformLocations(context, |
| 1256 program, | 1304 program, |
| 1257 arraysize(uniforms), | 1305 arraysize(uniforms), |
| 1258 uniforms, | 1306 uniforms, |
| 1259 locations, | 1307 locations, |
| 1260 base_uniform_index); | 1308 base_uniform_index); |
| 1261 sampler_location_ = locations[0]; | 1309 sampler_location_ = locations[0]; |
| 1262 mask_sampler_location_ = locations[1]; | 1310 mask_sampler_location_ = locations[1]; |
| 1263 alpha_location_ = locations[2]; | 1311 alpha_location_ = locations[2]; |
| 1264 mask_tex_coord_scale_location_ = locations[3]; | 1312 mask_tex_coord_scale_location_ = locations[3]; |
| 1265 mask_tex_coord_offset_location_ = locations[4]; | 1313 mask_tex_coord_offset_location_ = locations[4]; |
| 1266 color_matrix_location_ = locations[5]; | 1314 color_matrix_location_ = locations[5]; |
| 1267 color_offset_location_ = locations[6]; | 1315 color_offset_location_ = locations[6]; |
| 1268 } | 1316 } |
| 1269 | 1317 |
| 1270 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( | 1318 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
| 1271 TexCoordPrecision precision, SamplerType sampler) const { | 1319 TexCoordPrecision precision, |
| 1320 SamplerType sampler) const { | |
| 1321 // clang-format off | |
| 1272 return FRAGMENT_SHADER( | 1322 return FRAGMENT_SHADER( |
| 1273 precision mediump float; | 1323 precision mediump float; |
| 1274 varying TexCoordPrecision vec2 v_texCoord; | 1324 varying TexCoordPrecision vec2 v_texCoord; |
| 1275 uniform SamplerType s_texture; | 1325 uniform sampler2D s_texture; |
| 1276 uniform SamplerType s_mask; | 1326 uniform SamplerType s_mask; |
| 1277 uniform vec2 maskTexCoordScale; | 1327 uniform vec2 maskTexCoordScale; |
| 1278 uniform vec2 maskTexCoordOffset; | 1328 uniform vec2 maskTexCoordOffset; |
| 1279 uniform mat4 colorMatrix; | 1329 uniform mat4 colorMatrix; |
| 1280 uniform vec4 colorOffset; | 1330 uniform vec4 colorOffset; |
| 1281 uniform float alpha; | 1331 uniform float alpha; |
| 1282 void main() { | 1332 void main() { |
| 1283 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1333 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 1284 float nonZeroAlpha = max(texColor.a, 0.00001); | 1334 float nonZeroAlpha = max(texColor.a, 0.00001); |
| 1285 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1335 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
| 1286 texColor = colorMatrix * texColor + colorOffset; | 1336 texColor = colorMatrix * texColor + colorOffset; |
| 1287 texColor.rgb *= texColor.a; | 1337 texColor.rgb *= texColor.a; |
| 1288 texColor = clamp(texColor, 0.0, 1.0); | 1338 texColor = clamp(texColor, 0.0, 1.0); |
| 1289 TexCoordPrecision vec2 maskTexCoord = | 1339 TexCoordPrecision vec2 maskTexCoord = |
| 1290 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1340 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| 1291 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1341 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| 1292 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1342 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
| 1293 gl_FragColor = texColor * alpha * maskColor.w; | 1343 gl_FragColor = texColor * alpha * maskColor.w; |
| 1294 } | 1344 } |
| 1295 ); // NOLINT(whitespace/parens) | 1345 ); // NOLINT(whitespace/parens) |
| 1346 // clang-format on | |
| 1296 } | 1347 } |
| 1297 | 1348 |
| 1298 FragmentShaderYUVVideo::FragmentShaderYUVVideo() | 1349 FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
| 1299 : y_texture_location_(-1), | 1350 : y_texture_location_(-1), |
| 1300 u_texture_location_(-1), | 1351 u_texture_location_(-1), |
| 1301 v_texture_location_(-1), | 1352 v_texture_location_(-1), |
| 1302 alpha_location_(-1), | 1353 alpha_location_(-1), |
| 1303 yuv_matrix_location_(-1), | 1354 yuv_matrix_location_(-1), |
| 1304 yuv_adj_location_(-1) {} | 1355 yuv_adj_location_(-1) { |
| 1356 } | |
| 1305 | 1357 |
| 1306 void FragmentShaderYUVVideo::Init(GLES2Interface* context, | 1358 void FragmentShaderYUVVideo::Init(GLES2Interface* context, |
| 1307 unsigned program, | 1359 unsigned program, |
| 1308 int* base_uniform_index) { | 1360 int* base_uniform_index) { |
| 1309 static const char* uniforms[] = { | 1361 static const char* uniforms[] = { |
| 1310 "y_texture", | 1362 "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 }; | 1363 }; |
| 1317 int locations[arraysize(uniforms)]; | 1364 int locations[arraysize(uniforms)]; |
| 1318 | 1365 |
| 1319 GetProgramUniformLocations(context, | 1366 GetProgramUniformLocations(context, |
| 1320 program, | 1367 program, |
| 1321 arraysize(uniforms), | 1368 arraysize(uniforms), |
| 1322 uniforms, | 1369 uniforms, |
| 1323 locations, | 1370 locations, |
| 1324 base_uniform_index); | 1371 base_uniform_index); |
| 1325 y_texture_location_ = locations[0]; | 1372 y_texture_location_ = locations[0]; |
| 1326 u_texture_location_ = locations[1]; | 1373 u_texture_location_ = locations[1]; |
| 1327 v_texture_location_ = locations[2]; | 1374 v_texture_location_ = locations[2]; |
| 1328 alpha_location_ = locations[3]; | 1375 alpha_location_ = locations[3]; |
| 1329 yuv_matrix_location_ = locations[4]; | 1376 yuv_matrix_location_ = locations[4]; |
| 1330 yuv_adj_location_ = locations[5]; | 1377 yuv_adj_location_ = locations[5]; |
| 1331 } | 1378 } |
| 1332 | 1379 |
| 1333 std::string FragmentShaderYUVVideo::GetShaderString( | 1380 std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
| 1334 TexCoordPrecision precision, SamplerType sampler) const { | 1381 SamplerType sampler) const { |
| 1382 // clang-format off | |
| 1335 return FRAGMENT_SHADER( | 1383 return FRAGMENT_SHADER( |
| 1336 precision mediump float; | 1384 precision mediump float; |
| 1337 precision mediump int; | 1385 precision mediump int; |
| 1338 varying TexCoordPrecision vec2 v_texCoord; | 1386 varying TexCoordPrecision vec2 v_texCoord; |
| 1339 uniform SamplerType y_texture; | 1387 uniform SamplerType y_texture; |
| 1340 uniform SamplerType u_texture; | 1388 uniform SamplerType u_texture; |
| 1341 uniform SamplerType v_texture; | 1389 uniform SamplerType v_texture; |
| 1342 uniform float alpha; | 1390 uniform float alpha; |
| 1343 uniform vec3 yuv_adj; | 1391 uniform vec3 yuv_adj; |
| 1344 uniform mat3 yuv_matrix; | 1392 uniform mat3 yuv_matrix; |
| 1345 void main() { | 1393 void main() { |
| 1346 float y_raw = TextureLookup(y_texture, v_texCoord).x; | 1394 float y_raw = TextureLookup(y_texture, v_texCoord).x; |
| 1347 float u_unsigned = TextureLookup(u_texture, v_texCoord).x; | 1395 float u_unsigned = TextureLookup(u_texture, v_texCoord).x; |
| 1348 float v_unsigned = TextureLookup(v_texture, v_texCoord).x; | 1396 float v_unsigned = TextureLookup(v_texture, v_texCoord).x; |
| 1349 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; | 1397 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
| 1350 vec3 rgb = yuv_matrix * yuv; | 1398 vec3 rgb = yuv_matrix * yuv; |
| 1351 gl_FragColor = vec4(rgb, 1.0) * alpha; | 1399 gl_FragColor = vec4(rgb, 1.0) * alpha; |
| 1352 } | 1400 } |
| 1353 ); // NOLINT(whitespace/parens) | 1401 ); // NOLINT(whitespace/parens) |
| 1402 // clang-format on | |
| 1354 } | 1403 } |
| 1355 | 1404 |
| 1356 FragmentShaderYUVAVideo::FragmentShaderYUVAVideo() | 1405 FragmentShaderYUVAVideo::FragmentShaderYUVAVideo() |
| 1357 : y_texture_location_(-1), | 1406 : y_texture_location_(-1), |
| 1358 u_texture_location_(-1), | 1407 u_texture_location_(-1), |
| 1359 v_texture_location_(-1), | 1408 v_texture_location_(-1), |
| 1360 a_texture_location_(-1), | 1409 a_texture_location_(-1), |
| 1361 alpha_location_(-1), | 1410 alpha_location_(-1), |
| 1362 yuv_matrix_location_(-1), | 1411 yuv_matrix_location_(-1), |
| 1363 yuv_adj_location_(-1) { | 1412 yuv_adj_location_(-1) { |
| (...skipping 22 matching lines...) Expand all Loading... | |
| 1386 y_texture_location_ = locations[0]; | 1435 y_texture_location_ = locations[0]; |
| 1387 u_texture_location_ = locations[1]; | 1436 u_texture_location_ = locations[1]; |
| 1388 v_texture_location_ = locations[2]; | 1437 v_texture_location_ = locations[2]; |
| 1389 a_texture_location_ = locations[3]; | 1438 a_texture_location_ = locations[3]; |
| 1390 alpha_location_ = locations[4]; | 1439 alpha_location_ = locations[4]; |
| 1391 yuv_matrix_location_ = locations[5]; | 1440 yuv_matrix_location_ = locations[5]; |
| 1392 yuv_adj_location_ = locations[6]; | 1441 yuv_adj_location_ = locations[6]; |
| 1393 } | 1442 } |
| 1394 | 1443 |
| 1395 std::string FragmentShaderYUVAVideo::GetShaderString( | 1444 std::string FragmentShaderYUVAVideo::GetShaderString( |
| 1396 TexCoordPrecision precision, SamplerType sampler) const { | 1445 TexCoordPrecision precision, |
| 1446 SamplerType sampler) const { | |
| 1447 // clang-format off | |
| 1397 return FRAGMENT_SHADER( | 1448 return FRAGMENT_SHADER( |
| 1398 precision mediump float; | 1449 precision mediump float; |
| 1399 precision mediump int; | 1450 precision mediump int; |
| 1400 varying TexCoordPrecision vec2 v_texCoord; | 1451 varying TexCoordPrecision vec2 v_texCoord; |
| 1401 uniform SamplerType y_texture; | 1452 uniform SamplerType y_texture; |
| 1402 uniform SamplerType u_texture; | 1453 uniform SamplerType u_texture; |
| 1403 uniform SamplerType v_texture; | 1454 uniform SamplerType v_texture; |
| 1404 uniform SamplerType a_texture; | 1455 uniform SamplerType a_texture; |
| 1405 uniform float alpha; | 1456 uniform float alpha; |
| 1406 uniform vec3 yuv_adj; | 1457 uniform vec3 yuv_adj; |
| 1407 uniform mat3 yuv_matrix; | 1458 uniform mat3 yuv_matrix; |
| 1408 void main() { | 1459 void main() { |
| 1409 float y_raw = TextureLookup(y_texture, v_texCoord).x; | 1460 float y_raw = TextureLookup(y_texture, v_texCoord).x; |
| 1410 float u_unsigned = TextureLookup(u_texture, v_texCoord).x; | 1461 float u_unsigned = TextureLookup(u_texture, v_texCoord).x; |
| 1411 float v_unsigned = TextureLookup(v_texture, v_texCoord).x; | 1462 float v_unsigned = TextureLookup(v_texture, v_texCoord).x; |
| 1412 float a_raw = TextureLookup(a_texture, v_texCoord).x; | 1463 float a_raw = TextureLookup(a_texture, v_texCoord).x; |
| 1413 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; | 1464 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
| 1414 vec3 rgb = yuv_matrix * yuv; | 1465 vec3 rgb = yuv_matrix * yuv; |
| 1415 gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw); | 1466 gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw); |
| 1416 } | 1467 } |
| 1417 ); // NOLINT(whitespace/parens) | 1468 ); // NOLINT(whitespace/parens) |
| 1469 // clang-format on | |
| 1418 } | 1470 } |
| 1419 | 1471 |
| 1420 FragmentShaderColor::FragmentShaderColor() | 1472 FragmentShaderColor::FragmentShaderColor() : color_location_(-1) { |
| 1421 : color_location_(-1) {} | 1473 } |
| 1422 | 1474 |
| 1423 void FragmentShaderColor::Init(GLES2Interface* context, | 1475 void FragmentShaderColor::Init(GLES2Interface* context, |
| 1424 unsigned program, | 1476 unsigned program, |
| 1425 int* base_uniform_index) { | 1477 int* base_uniform_index) { |
| 1426 static const char* uniforms[] = { | 1478 static const char* uniforms[] = { |
| 1427 "color", | 1479 "color", |
| 1428 }; | 1480 }; |
| 1429 int locations[arraysize(uniforms)]; | 1481 int locations[arraysize(uniforms)]; |
| 1430 | 1482 |
| 1431 GetProgramUniformLocations(context, | 1483 GetProgramUniformLocations(context, |
| 1432 program, | 1484 program, |
| 1433 arraysize(uniforms), | 1485 arraysize(uniforms), |
| 1434 uniforms, | 1486 uniforms, |
| 1435 locations, | 1487 locations, |
| 1436 base_uniform_index); | 1488 base_uniform_index); |
| 1437 color_location_ = locations[0]; | 1489 color_location_ = locations[0]; |
| 1438 } | 1490 } |
| 1439 | 1491 |
| 1440 std::string FragmentShaderColor::GetShaderString( | 1492 std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision, |
| 1441 TexCoordPrecision precision, SamplerType sampler) const { | 1493 SamplerType sampler) const { |
| 1494 // clang-format off | |
| 1442 return FRAGMENT_SHADER( | 1495 return FRAGMENT_SHADER( |
| 1443 precision mediump float; | 1496 precision mediump float; |
| 1444 uniform vec4 color; | 1497 uniform vec4 color; |
| 1445 void main() { | 1498 void main() { |
| 1446 gl_FragColor = color; | 1499 gl_FragColor = color; |
| 1447 } | 1500 } |
| 1448 ); // NOLINT(whitespace/parens) | 1501 ); // NOLINT(whitespace/parens) |
| 1502 // clang-format on | |
| 1449 } | 1503 } |
| 1450 | 1504 |
| 1451 FragmentShaderColorAA::FragmentShaderColorAA() | 1505 FragmentShaderColorAA::FragmentShaderColorAA() : color_location_(-1) { |
| 1452 : color_location_(-1) {} | 1506 } |
| 1453 | 1507 |
| 1454 void FragmentShaderColorAA::Init(GLES2Interface* context, | 1508 void FragmentShaderColorAA::Init(GLES2Interface* context, |
| 1455 unsigned program, | 1509 unsigned program, |
| 1456 int* base_uniform_index) { | 1510 int* base_uniform_index) { |
| 1457 static const char* uniforms[] = { | 1511 static const char* uniforms[] = { |
| 1458 "color", | 1512 "color", |
| 1459 }; | 1513 }; |
| 1460 int locations[arraysize(uniforms)]; | 1514 int locations[arraysize(uniforms)]; |
| 1461 | 1515 |
| 1462 GetProgramUniformLocations(context, | 1516 GetProgramUniformLocations(context, |
| 1463 program, | 1517 program, |
| 1464 arraysize(uniforms), | 1518 arraysize(uniforms), |
| 1465 uniforms, | 1519 uniforms, |
| 1466 locations, | 1520 locations, |
| 1467 base_uniform_index); | 1521 base_uniform_index); |
| 1468 color_location_ = locations[0]; | 1522 color_location_ = locations[0]; |
| 1469 } | 1523 } |
| 1470 | 1524 |
| 1471 std::string FragmentShaderColorAA::GetShaderString( | 1525 std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision, |
| 1472 TexCoordPrecision precision, SamplerType sampler) const { | 1526 SamplerType sampler) const { |
| 1527 // clang-format off | |
| 1473 return FRAGMENT_SHADER( | 1528 return FRAGMENT_SHADER( |
| 1474 precision mediump float; | 1529 precision mediump float; |
| 1475 uniform vec4 color; | 1530 uniform vec4 color; |
| 1476 varying vec4 edge_dist[2]; // 8 edge distances. | 1531 varying vec4 edge_dist[2]; // 8 edge distances. |
| 1477 | 1532 |
| 1478 void main() { | 1533 void main() { |
| 1479 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1534 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
| 1480 vec2 d2 = min(d4.xz, d4.yw); | 1535 vec2 d2 = min(d4.xz, d4.yw); |
| 1481 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1536 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
| 1482 gl_FragColor = color * aa; | 1537 gl_FragColor = color * aa; |
| 1483 } | 1538 } |
| 1484 ); // NOLINT(whitespace/parens) | 1539 ); // NOLINT(whitespace/parens) |
| 1540 // clang-format on | |
| 1485 } | 1541 } |
| 1486 | 1542 |
| 1487 FragmentShaderCheckerboard::FragmentShaderCheckerboard() | 1543 FragmentShaderCheckerboard::FragmentShaderCheckerboard() |
| 1488 : alpha_location_(-1), | 1544 : alpha_location_(-1), |
| 1489 tex_transform_location_(-1), | 1545 tex_transform_location_(-1), |
| 1490 frequency_location_(-1) {} | 1546 frequency_location_(-1) { |
| 1547 } | |
| 1491 | 1548 |
| 1492 void FragmentShaderCheckerboard::Init(GLES2Interface* context, | 1549 void FragmentShaderCheckerboard::Init(GLES2Interface* context, |
| 1493 unsigned program, | 1550 unsigned program, |
| 1494 int* base_uniform_index) { | 1551 int* base_uniform_index) { |
| 1495 static const char* uniforms[] = { | 1552 static const char* uniforms[] = { |
| 1496 "alpha", | 1553 "alpha", "texTransform", "frequency", "color", |
| 1497 "texTransform", | |
| 1498 "frequency", | |
| 1499 "color", | |
| 1500 }; | 1554 }; |
| 1501 int locations[arraysize(uniforms)]; | 1555 int locations[arraysize(uniforms)]; |
| 1502 | 1556 |
| 1503 GetProgramUniformLocations(context, | 1557 GetProgramUniformLocations(context, |
| 1504 program, | 1558 program, |
| 1505 arraysize(uniforms), | 1559 arraysize(uniforms), |
| 1506 uniforms, | 1560 uniforms, |
| 1507 locations, | 1561 locations, |
| 1508 base_uniform_index); | 1562 base_uniform_index); |
| 1509 alpha_location_ = locations[0]; | 1563 alpha_location_ = locations[0]; |
| 1510 tex_transform_location_ = locations[1]; | 1564 tex_transform_location_ = locations[1]; |
| 1511 frequency_location_ = locations[2]; | 1565 frequency_location_ = locations[2]; |
| 1512 color_location_ = locations[3]; | 1566 color_location_ = locations[3]; |
| 1513 } | 1567 } |
| 1514 | 1568 |
| 1515 std::string FragmentShaderCheckerboard::GetShaderString( | 1569 std::string FragmentShaderCheckerboard::GetShaderString( |
| 1516 TexCoordPrecision precision, SamplerType sampler) const { | 1570 TexCoordPrecision precision, |
| 1571 SamplerType sampler) const { | |
| 1517 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" | 1572 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" |
| 1518 // by Munshi, Ginsburg, Shreiner. | 1573 // by Munshi, Ginsburg, Shreiner. |
| 1574 // clang-format off | |
| 1519 return FRAGMENT_SHADER( | 1575 return FRAGMENT_SHADER( |
| 1520 precision mediump float; | 1576 precision mediump float; |
| 1521 precision mediump int; | 1577 precision mediump int; |
| 1522 varying vec2 v_texCoord; | 1578 varying vec2 v_texCoord; |
| 1523 uniform float alpha; | 1579 uniform float alpha; |
| 1524 uniform float frequency; | 1580 uniform float frequency; |
| 1525 uniform vec4 texTransform; | 1581 uniform vec4 texTransform; |
| 1526 uniform vec4 color; | 1582 uniform vec4 color; |
| 1527 void main() { | 1583 void main() { |
| 1528 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); | 1584 vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
| 1529 vec4 color2 = color; | 1585 vec4 color2 = color; |
| 1530 vec2 texCoord = | 1586 vec2 texCoord = |
| 1531 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; | 1587 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; |
| 1532 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | 1588 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
| 1533 float picker = abs(coord.x - coord.y); // NOLINT | 1589 float picker = abs(coord.x - coord.y); // NOLINT |
| 1534 gl_FragColor = mix(color1, color2, picker) * alpha; | 1590 gl_FragColor = mix(color1, color2, picker) * alpha; |
| 1535 } | 1591 } |
| 1536 ); // NOLINT(whitespace/parens) | 1592 ); // NOLINT(whitespace/parens) |
| 1593 // clang-format on | |
| 1537 } | 1594 } |
| 1538 | 1595 |
| 1539 } // namespace cc | 1596 } // namespace cc |
| OLD | NEW |