Index: cc/output/shader.cc |
diff --git a/cc/output/shader.cc b/cc/output/shader.cc |
index 72d89d23c0983ac7ddb3ec44acb0809984f3a80f..8a2521476db9673aea72bd09356700f4214c65df 100644 |
--- a/cc/output/shader.cc |
+++ b/cc/output/shader.cc |
@@ -13,8 +13,9 @@ |
#define SHADER0(Src) #Src |
#define VERTEX_SHADER(Src) SetVertexTexCoordPrecision(SHADER0(Src)) |
-#define FRAGMENT_SHADER(Src) SetFragmentTexCoordPrecision( \ |
- precision, SetFragmentSamplerType(sampler, SHADER0(Src))) |
+#define FRAGMENT_SHADER(Src) \ |
+ SetFragmentTexCoordPrecision(precision, \ |
+ SetFragmentSamplerType(sampler, SHADER0(Src))) |
using gpu::gles2::GLES2Interface; |
@@ -35,21 +36,20 @@ static void GetProgramUniformLocations(GLES2Interface* context, |
} |
static std::string SetFragmentTexCoordPrecision( |
- TexCoordPrecision requested_precision, std::string shader_string) { |
+ TexCoordPrecision requested_precision, |
+ std::string shader_string) { |
switch (requested_precision) { |
case TexCoordPrecisionHigh: |
DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); |
- return |
- "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" |
- " #define TexCoordPrecision highp\n" |
- "#else\n" |
- " #define TexCoordPrecision mediump\n" |
- "#endif\n" + |
- shader_string; |
+ return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" |
+ " #define TexCoordPrecision highp\n" |
+ "#else\n" |
+ " #define TexCoordPrecision mediump\n" |
+ "#endif\n" + |
+ shader_string; |
case TexCoordPrecisionMedium: |
DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); |
- return "#define TexCoordPrecision mediump\n" + |
- shader_string; |
+ return "#define TexCoordPrecision mediump\n" + shader_string; |
case TexCoordPrecisionNA: |
DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos); |
DCHECK_EQ(shader_string.find("texture2D"), std::string::npos); |
@@ -67,24 +67,24 @@ static std::string SetVertexTexCoordPrecision(const char* shader_string) { |
// we are unlikely to be vertex shader bound when drawing large quads. |
// Also, some vertex shaders mutate the texture coordinate in such a |
// way that the effective precision might be lower than expected. |
- return "#define TexCoordPrecision highp\n" + |
- std::string(shader_string); |
+ return "#define TexCoordPrecision highp\n" + std::string(shader_string); |
} |
TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
- int *highp_threshold_cache, |
+ int* highp_threshold_cache, |
int highp_threshold_min, |
- int x, int y) { |
+ int x, |
+ int y) { |
if (*highp_threshold_cache == 0) { |
// Initialize range and precision with minimum spec values for when |
// GetShaderPrecisionFormat is a test stub. |
// TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat |
// everywhere. |
- GLint range[2] = { 14, 14 }; |
+ GLint range[2] = {14, 14}; |
GLint precision = 10; |
- GLC(context, context->GetShaderPrecisionFormat(GL_FRAGMENT_SHADER, |
- GL_MEDIUM_FLOAT, |
- range, &precision)); |
+ GLC(context, |
+ context->GetShaderPrecisionFormat( |
+ GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT, range, &precision)); |
*highp_threshold_cache = 1 << precision; |
} |
@@ -94,32 +94,29 @@ TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
return TexCoordPrecisionMedium; |
} |
-static std::string SetFragmentSamplerType( |
- SamplerType requested_type, std::string shader_string) { |
+static std::string SetFragmentSamplerType(SamplerType requested_type, |
+ std::string shader_string) { |
switch (requested_type) { |
case SamplerType2D: |
DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); |
DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); |
- return |
- "#define SamplerType sampler2D\n" |
- "#define TextureLookup texture2D\n" + |
- shader_string; |
+ return "#define SamplerType sampler2D\n" |
+ "#define TextureLookup texture2D\n" + |
+ shader_string; |
case SamplerType2DRect: |
DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); |
DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); |
- return |
- "#extension GL_ARB_texture_rectangle : require\n" |
- "#define SamplerType sampler2DRect\n" |
- "#define TextureLookup texture2DRect\n" + |
- shader_string; |
+ return "#extension GL_ARB_texture_rectangle : require\n" |
+ "#define SamplerType sampler2DRect\n" |
+ "#define TextureLookup texture2DRect\n" + |
+ shader_string; |
case SamplerTypeExternalOES: |
DCHECK_NE(shader_string.find("SamplerType"), std::string::npos); |
DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos); |
- return |
- "#extension GL_OES_EGL_image_external : require\n" |
- "#define SamplerType samplerExternalOES\n" |
- "#define TextureLookup texture2D\n" + |
- shader_string; |
+ return "#extension GL_OES_EGL_image_external : require\n" |
+ "#define SamplerType samplerExternalOES\n" |
+ "#define TextureLookup texture2D\n" + |
+ shader_string; |
case SamplerTypeNA: |
DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos); |
DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos); |
@@ -138,21 +135,25 @@ TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
int highp_threshold_min, |
const gfx::Point& max_coordinate) { |
return TexCoordPrecisionRequired(context, |
- highp_threshold_cache, highp_threshold_min, |
- max_coordinate.x(), max_coordinate.y()); |
+ highp_threshold_cache, |
+ highp_threshold_min, |
+ max_coordinate.x(), |
+ max_coordinate.y()); |
} |
TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
- int *highp_threshold_cache, |
+ int* highp_threshold_cache, |
int highp_threshold_min, |
const gfx::Size& max_size) { |
return TexCoordPrecisionRequired(context, |
- highp_threshold_cache, highp_threshold_min, |
- max_size.width(), max_size.height()); |
+ highp_threshold_cache, |
+ highp_threshold_min, |
+ max_size.width(), |
+ max_size.height()); |
} |
-VertexShaderPosTex::VertexShaderPosTex() |
- : matrix_location_(-1) {} |
+VertexShaderPosTex::VertexShaderPosTex() : matrix_location_(-1) { |
+} |
void VertexShaderPosTex::Init(GLES2Interface* context, |
unsigned program, |
@@ -172,28 +173,31 @@ void VertexShaderPosTex::Init(GLES2Interface* context, |
} |
std::string VertexShaderPosTex::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute vec4 a_position; |
- attribute TexCoordPrecision vec2 a_texCoord; |
- uniform mat4 matrix; |
- varying TexCoordPrecision vec2 v_texCoord; |
- void main() { |
- gl_Position = matrix * a_position; |
- v_texCoord = a_texCoord; |
- } |
+ // clang-format on |
+ attribute vec4 a_position; |
+ attribute TexCoordPrecision vec2 a_texCoord; |
+ uniform mat4 matrix; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ void main() { |
+ gl_Position = matrix * a_position; |
+ v_texCoord = a_texCoord; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset() |
- : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) {} |
+ : matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) { |
+} |
void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "matrix", |
- "texScale", |
- "texOffset", |
+ "matrix", "texScale", "texOffset", |
}; |
int locations[arraysize(uniforms)]; |
@@ -209,23 +213,27 @@ void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context, |
} |
std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- precision mediump float; |
- attribute vec4 a_position; |
- attribute TexCoordPrecision vec2 a_texCoord; |
- uniform mat4 matrix; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform TexCoordPrecision vec2 texScale; |
- uniform TexCoordPrecision vec2 texOffset; |
- void main() { |
+ // clang-format on |
+ precision mediump float; |
+ attribute vec4 a_position; |
+ attribute TexCoordPrecision vec2 a_texCoord; |
+ uniform mat4 matrix; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform TexCoordPrecision vec2 texScale; |
+ uniform TexCoordPrecision vec2 texOffset; |
+ void main() { |
gl_Position = matrix * a_position; |
v_texCoord = a_texCoord * texScale + texOffset; |
- } |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
-VertexShaderPos::VertexShaderPos() |
- : matrix_location_(-1) {} |
+VertexShaderPos::VertexShaderPos() : matrix_location_(-1) { |
+} |
void VertexShaderPos::Init(GLES2Interface* context, |
unsigned program, |
@@ -245,27 +253,28 @@ void VertexShaderPos::Init(GLES2Interface* context, |
} |
std::string VertexShaderPos::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute vec4 a_position; |
- uniform mat4 matrix; |
- void main() { |
- gl_Position = matrix * a_position; |
- } |
+ // clang-format on |
+ attribute vec4 a_position; |
+ uniform mat4 matrix; |
+ void main() { gl_Position = matrix * a_position; } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
VertexShaderPosTexTransform::VertexShaderPosTexTransform() |
: matrix_location_(-1), |
tex_transform_location_(-1), |
- vertex_opacity_location_(-1) {} |
+ vertex_opacity_location_(-1) { |
+} |
void VertexShaderPosTexTransform::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "matrix", |
- "texTransform", |
- "opacity", |
+ "matrix", "texTransform", "opacity", |
}; |
int locations[arraysize(uniforms)]; |
@@ -281,46 +290,53 @@ void VertexShaderPosTexTransform::Init(GLES2Interface* context, |
} |
std::string VertexShaderPosTexTransform::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute vec4 a_position; |
- attribute TexCoordPrecision vec2 a_texCoord; |
- attribute float a_index; |
- uniform mat4 matrix[8]; |
- uniform TexCoordPrecision vec4 texTransform[8]; |
- uniform float opacity[32]; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- void main() { |
- int quad_index = int(a_index * 0.25); // NOLINT |
- gl_Position = matrix[quad_index] * a_position; |
- TexCoordPrecision vec4 texTrans = texTransform[quad_index]; |
- v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
- v_alpha = opacity[int(a_index)]; // NOLINT |
- } |
+ // clang-format on |
+ attribute vec4 a_position; |
+ attribute TexCoordPrecision vec2 a_texCoord; |
+ attribute float a_index; |
+ uniform mat4 matrix[8]; |
+ uniform TexCoordPrecision vec4 texTransform[8]; |
+ uniform float opacity[32]; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ void main() { |
+ int quad_index = int(a_index * 0.25); // NOLINT |
+ gl_Position = matrix[quad_index] * a_position; |
+ TexCoordPrecision vec4 texTrans = texTransform[quad_index]; |
+ v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
+ v_alpha = opacity[int(a_index)]; // NOLINT |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
std::string VertexShaderPosTexIdentity::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute vec4 a_position; |
- varying TexCoordPrecision vec2 v_texCoord; |
- void main() { |
- gl_Position = a_position; |
- v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
- } |
+ // clang-format on |
+ attribute vec4 a_position; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ void main() { |
+ gl_Position = a_position; |
+ v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
VertexShaderQuad::VertexShaderQuad() |
- : matrix_location_(-1), |
- quad_location_(-1) {} |
+ : matrix_location_(-1), quad_location_(-1) { |
+} |
void VertexShaderQuad::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "matrix", |
- "quad", |
+ "matrix", "quad", |
}; |
int locations[arraysize(uniforms)]; |
@@ -336,33 +352,41 @@ void VertexShaderQuad::Init(GLES2Interface* context, |
std::string VertexShaderQuad::GetShaderString() const { |
#if defined(OS_ANDROID) |
-// TODO(epenner): Find the cause of this 'quad' uniform |
-// being missing if we don't add dummy variables. |
-// http://crbug.com/240602 |
+ // TODO(epenner): Find the cause of this 'quad' uniform |
+ // being missing if we don't add dummy variables. |
+ // http://crbug.com/240602 |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec2 dummy_uniform; |
- varying TexCoordPrecision vec2 dummy_varying; |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- dummy_varying = dummy_uniform; |
- } |
+ // clang-format on |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec2 dummy_uniform; |
+ varying TexCoordPrecision vec2 dummy_varying; |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ dummy_varying = dummy_uniform; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+// clang-format on |
#else |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform TexCoordPrecision vec2 quad[4]; |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- } |
+ // clang-format on |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+// clang-format on |
#endif |
} |
@@ -370,16 +394,14 @@ VertexShaderQuadAA::VertexShaderQuadAA() |
: matrix_location_(-1), |
viewport_location_(-1), |
quad_location_(-1), |
- edge_location_(-1) {} |
+ edge_location_(-1) { |
+} |
void VertexShaderQuadAA::Init(GLES2Interface* context, |
- unsigned program, |
- int* base_uniform_index) { |
+ unsigned program, |
+ int* base_uniform_index) { |
static const char* uniforms[] = { |
- "matrix", |
- "viewport", |
- "quad", |
- "edge", |
+ "matrix", "viewport", "quad", "edge", |
}; |
int locations[arraysize(uniforms)]; |
@@ -396,30 +418,36 @@ void VertexShaderQuadAA::Init(GLES2Interface* context, |
} |
std::string VertexShaderQuadAA::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform vec4 viewport; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec3 edge[8]; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
- vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
- edge_dist[0] = vec4(dot(edge[0], screen_pos), |
- dot(edge[1], screen_pos), |
- dot(edge[2], screen_pos), |
- dot(edge[3], screen_pos)) * gl_Position.w; |
- edge_dist[1] = vec4(dot(edge[4], screen_pos), |
- dot(edge[5], screen_pos), |
- dot(edge[6], screen_pos), |
- dot(edge[7], screen_pos)) * gl_Position.w; |
- } |
+ // clang-format on |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform vec4 viewport; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec3 edge[8]; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
+ vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
+ edge_dist[0] = vec4(dot(edge[0], screen_pos), |
+ dot(edge[1], screen_pos), |
+ dot(edge[2], screen_pos), |
+ dot(edge[3], screen_pos)) * |
+ gl_Position.w; |
+ edge_dist[1] = vec4(dot(edge[4], screen_pos), |
+ dot(edge[5], screen_pos), |
+ dot(edge[6], screen_pos), |
+ dot(edge[7], screen_pos)) * |
+ gl_Position.w; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA() |
@@ -427,17 +455,14 @@ VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA() |
viewport_location_(-1), |
quad_location_(-1), |
edge_location_(-1), |
- tex_transform_location_(-1) {} |
+ tex_transform_location_(-1) { |
+} |
void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context, |
- unsigned program, |
- int* base_uniform_index) { |
+ unsigned program, |
+ int* base_uniform_index) { |
static const char* uniforms[] = { |
- "matrix", |
- "viewport", |
- "quad", |
- "edge", |
- "texTrans", |
+ "matrix", "viewport", "quad", "edge", "texTrans", |
}; |
int locations[arraysize(uniforms)]; |
@@ -455,47 +480,52 @@ void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context, |
} |
std::string VertexShaderQuadTexTransformAA::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform vec4 viewport; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec3 edge[8]; |
- uniform TexCoordPrecision vec4 texTrans; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
- vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
- edge_dist[0] = vec4(dot(edge[0], screen_pos), |
- dot(edge[1], screen_pos), |
- dot(edge[2], screen_pos), |
- dot(edge[3], screen_pos)) * gl_Position.w; |
- edge_dist[1] = vec4(dot(edge[4], screen_pos), |
- dot(edge[5], screen_pos), |
- dot(edge[6], screen_pos), |
- dot(edge[7], screen_pos)) * gl_Position.w; |
- v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; |
- } |
+ // clang-format on |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform vec4 viewport; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec3 edge[8]; |
+ uniform TexCoordPrecision vec4 texTrans; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
+ vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
+ edge_dist[0] = vec4(dot(edge[0], screen_pos), |
+ dot(edge[1], screen_pos), |
+ dot(edge[2], screen_pos), |
+ dot(edge[3], screen_pos)) * |
+ gl_Position.w; |
+ edge_dist[1] = vec4(dot(edge[4], screen_pos), |
+ dot(edge[5], screen_pos), |
+ dot(edge[6], screen_pos), |
+ dot(edge[7], screen_pos)) * |
+ gl_Position.w; |
+ v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
VertexShaderTile::VertexShaderTile() |
: matrix_location_(-1), |
quad_location_(-1), |
- vertex_tex_transform_location_(-1) {} |
+ vertex_tex_transform_location_(-1) { |
+} |
void VertexShaderTile::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "matrix", |
- "quad", |
- "vertexTexTransform", |
+ "matrix", "quad", "vertexTexTransform", |
}; |
int locations[arraysize(uniforms)]; |
@@ -511,19 +541,23 @@ void VertexShaderTile::Init(GLES2Interface* context, |
} |
std::string VertexShaderTile::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec4 vertexTexTransform; |
- varying TexCoordPrecision vec2 v_texCoord; |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
- } |
+ // clang-format on |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec4 vertexTexTransform; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
VertexShaderTileAA::VertexShaderTileAA() |
@@ -531,17 +565,14 @@ VertexShaderTileAA::VertexShaderTileAA() |
viewport_location_(-1), |
quad_location_(-1), |
edge_location_(-1), |
- vertex_tex_transform_location_(-1) {} |
+ vertex_tex_transform_location_(-1) { |
+} |
void VertexShaderTileAA::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "matrix", |
- "viewport", |
- "quad", |
- "edge", |
- "vertexTexTransform", |
+ "matrix", "viewport", "quad", "edge", "vertexTexTransform", |
}; |
int locations[arraysize(uniforms)]; |
@@ -559,45 +590,50 @@ void VertexShaderTileAA::Init(GLES2Interface* context, |
} |
std::string VertexShaderTileAA::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform vec4 viewport; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec3 edge[8]; |
- uniform TexCoordPrecision vec4 vertexTexTransform; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
- vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
- edge_dist[0] = vec4(dot(edge[0], screen_pos), |
- dot(edge[1], screen_pos), |
- dot(edge[2], screen_pos), |
- dot(edge[3], screen_pos)) * gl_Position.w; |
- edge_dist[1] = vec4(dot(edge[4], screen_pos), |
- dot(edge[5], screen_pos), |
- dot(edge[6], screen_pos), |
- dot(edge[7], screen_pos)) * gl_Position.w; |
- v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
- } |
+ // clang-format on |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform vec4 viewport; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec3 edge[8]; |
+ uniform TexCoordPrecision vec4 vertexTexTransform; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
+ vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
+ edge_dist[0] = vec4(dot(edge[0], screen_pos), |
+ dot(edge[1], screen_pos), |
+ dot(edge[2], screen_pos), |
+ dot(edge[3], screen_pos)) * |
+ gl_Position.w; |
+ edge_dist[1] = vec4(dot(edge[4], screen_pos), |
+ dot(edge[5], screen_pos), |
+ dot(edge[6], screen_pos), |
+ dot(edge[7], screen_pos)) * |
+ gl_Position.w; |
+ v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
VertexShaderVideoTransform::VertexShaderVideoTransform() |
- : matrix_location_(-1), |
- tex_matrix_location_(-1) {} |
+ : matrix_location_(-1), tex_matrix_location_(-1) { |
+} |
void VertexShaderVideoTransform::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "matrix", |
- "texMatrix", |
+ "matrix", "texMatrix", |
}; |
int locations[arraysize(uniforms)]; |
@@ -612,30 +648,33 @@ void VertexShaderVideoTransform::Init(GLES2Interface* context, |
} |
std::string VertexShaderVideoTransform::GetShaderString() const { |
+ // clang-format off |
return VERTEX_SHADER( |
- attribute vec4 a_position; |
- attribute TexCoordPrecision vec2 a_texCoord; |
- uniform mat4 matrix; |
- uniform TexCoordPrecision mat4 texMatrix; |
- varying TexCoordPrecision vec2 v_texCoord; |
- void main() { |
+ // clang-format on |
+ attribute vec4 a_position; |
+ attribute TexCoordPrecision vec2 a_texCoord; |
+ uniform mat4 matrix; |
+ uniform TexCoordPrecision mat4 texMatrix; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ void main() { |
gl_Position = matrix * a_position; |
v_texCoord = |
vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
- } |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
- : sampler_location_(-1), |
- alpha_location_(-1) {} |
+ : sampler_location_(-1), alpha_location_(-1) { |
+} |
void FragmentTexAlphaBinding::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "alpha", |
+ "s_texture", "alpha", |
}; |
int locations[arraysize(uniforms)]; |
@@ -653,16 +692,14 @@ FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() |
: sampler_location_(-1), |
alpha_location_(-1), |
color_matrix_location_(-1), |
- color_offset_location_(-1) {} |
+ color_offset_location_(-1) { |
+} |
void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "alpha", |
- "colorMatrix", |
- "colorOffset", |
+ "s_texture", "alpha", "colorMatrix", "colorOffset", |
}; |
int locations[arraysize(uniforms)]; |
@@ -678,14 +715,14 @@ void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context, |
color_offset_location_ = locations[3]; |
} |
-FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() |
- : sampler_location_(-1) {} |
+FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) { |
+} |
void FragmentTexOpaqueBinding::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
+ "s_texture", |
}; |
int locations[arraysize(uniforms)]; |
@@ -699,80 +736,98 @@ void FragmentTexOpaqueBinding::Init(GLES2Interface* context, |
} |
std::string FragmentShaderRGBATexAlpha::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = texColor * alpha; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ gl_FragColor = texColor * alpha; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- uniform mat4 colorMatrix; |
- uniform vec4 colorOffset; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- float nonZeroAlpha = max(texColor.a, 0.00001); |
- texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
- texColor = colorMatrix * texColor + colorOffset; |
- texColor.rgb *= texColor.a; |
- texColor = clamp(texColor, 0.0, 1.0); |
- gl_FragColor = texColor * alpha; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ uniform mat4 colorMatrix; |
+ uniform vec4 colorOffset; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ float nonZeroAlpha = max(texColor.a, 0.00001); |
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
+ texColor = colorMatrix * texColor + colorOffset; |
+ texColor.rgb *= texColor.a; |
+ texColor = clamp(texColor, 0.0, 1.0); |
+ gl_FragColor = texColor * alpha; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = texColor * v_alpha; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ uniform SamplerType s_texture; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ gl_FragColor = texColor * v_alpha; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- texColor.rgb *= texColor.a; |
- gl_FragColor = texColor * v_alpha; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ uniform SamplerType s_texture; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ texColor.rgb *= texColor.a; |
+ gl_FragColor = texColor * v_alpha; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() |
- : background_color_location_(-1), |
- sampler_location_(-1) { |
+ : background_color_location_(-1), sampler_location_(-1) { |
} |
void FragmentTexBackgroundBinding::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "background_color", |
+ "s_texture", "background_color", |
}; |
int locations[arraysize(uniforms)]; |
@@ -791,101 +846,127 @@ void FragmentTexBackgroundBinding::Init(GLES2Interface* context, |
} |
std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- uniform vec4 background_color; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- texColor += background_color * (1.0 - texColor.a); |
- gl_FragColor = texColor * v_alpha; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ uniform vec4 background_color; |
+ uniform SamplerType s_texture; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ texColor += background_color * (1.0 - texColor.a); |
+ gl_FragColor = texColor * v_alpha; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- uniform vec4 background_color; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- texColor.rgb *= texColor.a; |
- texColor += background_color * (1.0 - texColor.a); |
- gl_FragColor = texColor * v_alpha; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ uniform vec4 background_color; |
+ uniform SamplerType s_texture; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ texColor.rgb *= texColor.a; |
+ texColor += background_color * (1.0 - texColor.a); |
+ gl_FragColor = texColor * v_alpha; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
std::string FragmentShaderRGBATexOpaque::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = vec4(texColor.rgb, 1.0); |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ gl_FragColor = vec4(texColor.rgb, 1.0); |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
-std::string FragmentShaderRGBATex::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- void main() { |
- gl_FragColor = TextureLookup(s_texture, v_texCoord); |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- void main() { |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ void main() { |
vec4 texColor = TextureLookup(s_texture, v_texCoord); |
gl_FragColor = |
vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
- } |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
- : sampler_location_(-1), |
- alpha_location_(-1) {} |
+ : sampler_location_(-1), alpha_location_(-1) { |
+} |
void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "alpha", |
+ "s_texture", "alpha", |
}; |
int locations[arraysize(uniforms)]; |
@@ -900,36 +981,40 @@ void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, |
} |
std::string FragmentShaderRGBATexAlphaAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- vec4 d4 = min(edge_dist[0], edge_dist[1]); |
- vec2 d2 = min(d4.xz, d4.yw); |
- float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
- gl_FragColor = texColor * alpha * aa; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ vec4 d4 = min(edge_dist[0], edge_dist[1]); |
+ vec2 d2 = min(d4.xz, d4.yw); |
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
+ gl_FragColor = texColor * alpha * aa; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
: sampler_location_(-1), |
alpha_location_(-1), |
- fragment_tex_transform_location_(-1) {} |
+ fragment_tex_transform_location_(-1) { |
+} |
void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "alpha", |
- "fragmentTexTransform", |
+ "s_texture", "alpha", "fragmentTexTransform", |
}; |
int locations[arraysize(uniforms)]; |
@@ -945,67 +1030,74 @@ void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, |
} |
std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- uniform TexCoordPrecision vec4 fragmentTexTransform; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- TexCoordPrecision vec2 texCoord = |
- clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
- fragmentTexTransform.xy; |
- vec4 texColor = TextureLookup(s_texture, texCoord); |
- vec4 d4 = min(edge_dist[0], edge_dist[1]); |
- vec2 d2 = min(d4.xz, d4.yw); |
- float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
- gl_FragColor = texColor * alpha * aa; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ uniform TexCoordPrecision vec4 fragmentTexTransform; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ TexCoordPrecision vec2 texCoord = |
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
+ fragmentTexTransform.xy; |
+ vec4 texColor = TextureLookup(s_texture, texCoord); |
+ vec4 d4 = min(edge_dist[0], edge_dist[1]); |
+ vec2 d2 = min(d4.xz, d4.yw); |
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
+ gl_FragColor = texColor * alpha * aa; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- uniform TexCoordPrecision vec4 fragmentTexTransform; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- TexCoordPrecision vec2 texCoord = |
- clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
- fragmentTexTransform.xy; |
- vec4 texColor = TextureLookup(s_texture, texCoord); |
- vec4 d4 = min(edge_dist[0], edge_dist[1]); |
- vec2 d2 = min(d4.xz, d4.yw); |
- float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
- gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * |
- alpha * aa; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ uniform TexCoordPrecision vec4 fragmentTexTransform; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ TexCoordPrecision vec2 texCoord = |
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
+ fragmentTexTransform.xy; |
+ vec4 texColor = TextureLookup(s_texture, texCoord); |
+ vec4 d4 = min(edge_dist[0], edge_dist[1]); |
+ vec2 d2 = min(d4.xz, d4.yw); |
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
+ gl_FragColor = |
+ vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * aa; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() |
: sampler_location_(-1), |
mask_sampler_location_(-1), |
alpha_location_(-1), |
- mask_tex_coord_scale_location_(-1) {} |
+ mask_tex_coord_scale_location_(-1) { |
+} |
void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "s_mask", |
- "alpha", |
- "maskTexCoordScale", |
- "maskTexCoordOffset", |
+ "s_texture", "s_mask", "alpha", "maskTexCoordScale", "maskTexCoordOffset", |
}; |
int locations[arraysize(uniforms)]; |
@@ -1023,24 +1115,29 @@ void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, |
} |
std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- uniform SamplerType s_mask; |
- uniform TexCoordPrecision vec2 maskTexCoordScale; |
- uniform TexCoordPrecision vec2 maskTexCoordOffset; |
- uniform float alpha; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- TexCoordPrecision vec2 maskTexCoord = |
- vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
- maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
- vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
- gl_FragColor = texColor * alpha * maskColor.w; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ uniform SamplerType s_mask; |
+ uniform TexCoordPrecision vec2 maskTexCoordScale; |
+ uniform TexCoordPrecision vec2 maskTexCoordOffset; |
+ uniform float alpha; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ TexCoordPrecision vec2 maskTexCoord = |
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
+ gl_FragColor = texColor * alpha * maskColor.w; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
@@ -1048,17 +1145,14 @@ FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
mask_sampler_location_(-1), |
alpha_location_(-1), |
mask_tex_coord_scale_location_(-1), |
- mask_tex_coord_offset_location_(-1) {} |
+ mask_tex_coord_offset_location_(-1) { |
+} |
void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "s_mask", |
- "alpha", |
- "maskTexCoordScale", |
- "maskTexCoordOffset", |
+ "s_texture", "s_mask", "alpha", "maskTexCoordScale", "maskTexCoordOffset", |
}; |
int locations[arraysize(uniforms)]; |
@@ -1076,52 +1170,58 @@ void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, |
} |
std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform SamplerType s_mask; |
- uniform TexCoordPrecision vec2 maskTexCoordScale; |
- uniform TexCoordPrecision vec2 maskTexCoordOffset; |
- uniform float alpha; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- TexCoordPrecision vec2 maskTexCoord = |
- vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
- maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
- vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
- vec4 d4 = min(edge_dist[0], edge_dist[1]); |
- vec2 d2 = min(d4.xz, d4.yw); |
- float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
- gl_FragColor = texColor * alpha * maskColor.w * aa; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform SamplerType s_mask; |
+ uniform TexCoordPrecision vec2 maskTexCoordScale; |
+ uniform TexCoordPrecision vec2 maskTexCoordOffset; |
+ uniform float alpha; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ TexCoordPrecision vec2 maskTexCoord = |
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
+ vec4 d4 = min(edge_dist[0], edge_dist[1]); |
+ vec2 d2 = min(d4.xz, d4.yw); |
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
+ gl_FragColor = texColor * alpha * maskColor.w * aa; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentShaderRGBATexAlphaMaskColorMatrixAA:: |
FragmentShaderRGBATexAlphaMaskColorMatrixAA() |
- : sampler_location_(-1), |
- mask_sampler_location_(-1), |
- alpha_location_(-1), |
- mask_tex_coord_scale_location_(-1), |
- color_matrix_location_(-1), |
- color_offset_location_(-1) {} |
+ : sampler_location_(-1), |
+ mask_sampler_location_(-1), |
+ alpha_location_(-1), |
+ mask_tex_coord_scale_location_(-1), |
+ color_matrix_location_(-1), |
+ color_offset_location_(-1) { |
+} |
void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( |
GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "s_mask", |
- "alpha", |
- "maskTexCoordScale", |
- "maskTexCoordOffset", |
- "colorMatrix", |
- "colorOffset", |
+ "s_texture", |
+ "s_mask", |
+ "alpha", |
+ "maskTexCoordScale", |
+ "maskTexCoordOffset", |
+ "colorMatrix", |
+ "colorOffset", |
}; |
int locations[arraysize(uniforms)]; |
@@ -1141,54 +1241,56 @@ void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( |
} |
std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform SamplerType s_mask; |
- uniform vec2 maskTexCoordScale; |
- uniform vec2 maskTexCoordOffset; |
- uniform mat4 colorMatrix; |
- uniform vec4 colorOffset; |
- uniform float alpha; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- float nonZeroAlpha = max(texColor.a, 0.00001); |
- texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
- texColor = colorMatrix * texColor + colorOffset; |
- texColor.rgb *= texColor.a; |
- texColor = clamp(texColor, 0.0, 1.0); |
- TexCoordPrecision vec2 maskTexCoord = |
- vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
- maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
- vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
- vec4 d4 = min(edge_dist[0], edge_dist[1]); |
- vec2 d2 = min(d4.xz, d4.yw); |
- float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
- gl_FragColor = texColor * alpha * maskColor.w * aa; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform SamplerType s_mask; |
+ uniform vec2 maskTexCoordScale; |
+ uniform vec2 maskTexCoordOffset; |
+ uniform mat4 colorMatrix; |
+ uniform vec4 colorOffset; |
+ uniform float alpha; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ float nonZeroAlpha = max(texColor.a, 0.00001); |
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
+ texColor = colorMatrix * texColor + colorOffset; |
+ texColor.rgb *= texColor.a; |
+ texColor = clamp(texColor, 0.0, 1.0); |
+ TexCoordPrecision vec2 maskTexCoord = |
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
+ vec4 d4 = min(edge_dist[0], edge_dist[1]); |
+ vec2 d2 = min(d4.xz, d4.yw); |
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
+ gl_FragColor = texColor * alpha * maskColor.w * aa; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentShaderRGBATexAlphaColorMatrixAA:: |
FragmentShaderRGBATexAlphaColorMatrixAA() |
- : sampler_location_(-1), |
- alpha_location_(-1), |
- color_matrix_location_(-1), |
- color_offset_location_(-1) {} |
- |
-void FragmentShaderRGBATexAlphaColorMatrixAA::Init( |
- GLES2Interface* context, |
- unsigned program, |
- int* base_uniform_index) { |
+ : sampler_location_(-1), |
+ alpha_location_(-1), |
+ color_matrix_location_(-1), |
+ color_offset_location_(-1) { |
+} |
+ |
+void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context, |
+ unsigned program, |
+ int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "alpha", |
- "colorMatrix", |
- "colorOffset", |
+ "s_texture", "alpha", "colorMatrix", "colorOffset", |
}; |
int locations[arraysize(uniforms)]; |
@@ -1205,50 +1307,55 @@ void FragmentShaderRGBATexAlphaColorMatrixAA::Init( |
} |
std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- uniform mat4 colorMatrix; |
- uniform vec4 colorOffset; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- float nonZeroAlpha = max(texColor.a, 0.00001); |
- texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
- texColor = colorMatrix * texColor + colorOffset; |
- texColor.rgb *= texColor.a; |
- texColor = clamp(texColor, 0.0, 1.0); |
- vec4 d4 = min(edge_dist[0], edge_dist[1]); |
- vec2 d2 = min(d4.xz, d4.yw); |
- float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
- gl_FragColor = texColor * alpha * aa; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ uniform mat4 colorMatrix; |
+ uniform vec4 colorOffset; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ float nonZeroAlpha = max(texColor.a, 0.00001); |
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
+ texColor = colorMatrix * texColor + colorOffset; |
+ texColor.rgb *= texColor.a; |
+ texColor = clamp(texColor, 0.0, 1.0); |
+ vec4 d4 = min(edge_dist[0], edge_dist[1]); |
+ vec2 d2 = min(d4.xz, d4.yw); |
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
+ gl_FragColor = texColor * alpha * aa; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentShaderRGBATexAlphaMaskColorMatrix:: |
FragmentShaderRGBATexAlphaMaskColorMatrix() |
- : sampler_location_(-1), |
- mask_sampler_location_(-1), |
- alpha_location_(-1), |
- mask_tex_coord_scale_location_(-1) {} |
+ : sampler_location_(-1), |
+ mask_sampler_location_(-1), |
+ alpha_location_(-1), |
+ mask_tex_coord_scale_location_(-1) { |
+} |
-void FragmentShaderRGBATexAlphaMaskColorMatrix::Init( |
- GLES2Interface* context, |
- unsigned program, |
- int* base_uniform_index) { |
+void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context, |
+ unsigned program, |
+ int* base_uniform_index) { |
static const char* uniforms[] = { |
- "s_texture", |
- "s_mask", |
- "alpha", |
- "maskTexCoordScale", |
- "maskTexCoordOffset", |
- "colorMatrix", |
- "colorOffset", |
+ "s_texture", |
+ "s_mask", |
+ "alpha", |
+ "maskTexCoordScale", |
+ "maskTexCoordOffset", |
+ "colorMatrix", |
+ "colorOffset", |
}; |
int locations[arraysize(uniforms)]; |
@@ -1268,31 +1375,36 @@ void FragmentShaderRGBATexAlphaMaskColorMatrix::Init( |
} |
std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- uniform SamplerType s_mask; |
- uniform vec2 maskTexCoordScale; |
- uniform vec2 maskTexCoordOffset; |
- uniform mat4 colorMatrix; |
- uniform vec4 colorOffset; |
- uniform float alpha; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- float nonZeroAlpha = max(texColor.a, 0.00001); |
- texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
- texColor = colorMatrix * texColor + colorOffset; |
- texColor.rgb *= texColor.a; |
- texColor = clamp(texColor, 0.0, 1.0); |
- TexCoordPrecision vec2 maskTexCoord = |
- vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
- maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
- vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
- gl_FragColor = texColor * alpha * maskColor.w; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ uniform SamplerType s_mask; |
+ uniform vec2 maskTexCoordScale; |
+ uniform vec2 maskTexCoordOffset; |
+ uniform mat4 colorMatrix; |
+ uniform vec4 colorOffset; |
+ uniform float alpha; |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ float nonZeroAlpha = max(texColor.a, 0.00001); |
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
+ texColor = colorMatrix * texColor + colorOffset; |
+ texColor.rgb *= texColor.a; |
+ texColor = clamp(texColor, 0.0, 1.0); |
+ TexCoordPrecision vec2 maskTexCoord = |
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
+ gl_FragColor = texColor * alpha * maskColor.w; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
@@ -1301,18 +1413,14 @@ FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
v_texture_location_(-1), |
alpha_location_(-1), |
yuv_matrix_location_(-1), |
- yuv_adj_location_(-1) {} |
+ yuv_adj_location_(-1) { |
+} |
void FragmentShaderYUVVideo::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "y_texture", |
- "u_texture", |
- "v_texture", |
- "alpha", |
- "yuv_matrix", |
- "yuv_adj", |
+ "y_texture", "u_texture", "v_texture", "alpha", "yuv_matrix", "yuv_adj", |
}; |
int locations[arraysize(uniforms)]; |
@@ -1330,27 +1438,31 @@ void FragmentShaderYUVVideo::Init(GLES2Interface* context, |
yuv_adj_location_ = locations[5]; |
} |
-std::string FragmentShaderYUVVideo::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- precision mediump int; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType y_texture; |
- uniform SamplerType u_texture; |
- uniform SamplerType v_texture; |
- uniform float alpha; |
- uniform vec3 yuv_adj; |
- uniform mat3 yuv_matrix; |
- void main() { |
- float y_raw = TextureLookup(y_texture, v_texCoord).x; |
- float u_unsigned = TextureLookup(u_texture, v_texCoord).x; |
- float v_unsigned = TextureLookup(v_texture, v_texCoord).x; |
- vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
- vec3 rgb = yuv_matrix * yuv; |
- gl_FragColor = vec4(rgb, 1.0) * alpha; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ precision mediump int; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType y_texture; |
+ uniform SamplerType u_texture; |
+ uniform SamplerType v_texture; |
+ uniform float alpha; |
+ uniform vec3 yuv_adj; |
+ uniform mat3 yuv_matrix; |
+ void main() { |
+ float y_raw = TextureLookup(y_texture, v_texCoord).x; |
+ float u_unsigned = TextureLookup(u_texture, v_texCoord).x; |
+ float v_unsigned = TextureLookup(v_texture, v_texCoord).x; |
+ vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
+ vec3 rgb = yuv_matrix * yuv; |
+ gl_FragColor = vec4(rgb, 1.0) * alpha; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentShaderYUVAVideo::FragmentShaderYUVAVideo() |
@@ -1393,38 +1505,43 @@ void FragmentShaderYUVAVideo::Init(GLES2Interface* context, |
} |
std::string FragmentShaderYUVAVideo::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- precision mediump int; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType y_texture; |
- uniform SamplerType u_texture; |
- uniform SamplerType v_texture; |
- uniform SamplerType a_texture; |
- uniform float alpha; |
- uniform vec3 yuv_adj; |
- uniform mat3 yuv_matrix; |
- void main() { |
- float y_raw = TextureLookup(y_texture, v_texCoord).x; |
- float u_unsigned = TextureLookup(u_texture, v_texCoord).x; |
- float v_unsigned = TextureLookup(v_texture, v_texCoord).x; |
- float a_raw = TextureLookup(a_texture, v_texCoord).x; |
- vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
- vec3 rgb = yuv_matrix * yuv; |
- gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw); |
- } |
+ // clang-format on |
+ precision mediump float; |
+ precision mediump int; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType y_texture; |
+ uniform SamplerType u_texture; |
+ uniform SamplerType v_texture; |
+ uniform SamplerType a_texture; |
+ uniform float alpha; |
+ uniform vec3 yuv_adj; |
+ uniform mat3 yuv_matrix; |
+ void main() { |
+ float y_raw = TextureLookup(y_texture, v_texCoord).x; |
+ float u_unsigned = TextureLookup(u_texture, v_texCoord).x; |
+ float v_unsigned = TextureLookup(v_texture, v_texCoord).x; |
+ float a_raw = TextureLookup(a_texture, v_texCoord).x; |
+ vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
+ vec3 rgb = yuv_matrix * yuv; |
+ gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw); |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
-FragmentShaderColor::FragmentShaderColor() |
- : color_location_(-1) {} |
+FragmentShaderColor::FragmentShaderColor() : color_location_(-1) { |
+} |
void FragmentShaderColor::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "color", |
+ "color", |
}; |
int locations[arraysize(uniforms)]; |
@@ -1437,25 +1554,27 @@ void FragmentShaderColor::Init(GLES2Interface* context, |
color_location_ = locations[0]; |
} |
-std::string FragmentShaderColor::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- uniform vec4 color; |
- void main() { |
- gl_FragColor = color; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ uniform vec4 color; |
+ void main() { gl_FragColor = color; } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
-FragmentShaderColorAA::FragmentShaderColorAA() |
- : color_location_(-1) {} |
+FragmentShaderColorAA::FragmentShaderColorAA() : color_location_(-1) { |
+} |
void FragmentShaderColorAA::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "color", |
+ "color", |
}; |
int locations[arraysize(uniforms)]; |
@@ -1468,35 +1587,37 @@ void FragmentShaderColorAA::Init(GLES2Interface* context, |
color_location_ = locations[0]; |
} |
-std::string FragmentShaderColorAA::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision, |
+ SamplerType sampler) const { |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- uniform vec4 color; |
- varying vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec4 d4 = min(edge_dist[0], edge_dist[1]); |
- vec2 d2 = min(d4.xz, d4.yw); |
- float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
- gl_FragColor = color * aa; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ uniform vec4 color; |
+ varying vec4 edge_dist[2]; // 8 edge distances. |
+ |
+ void main() { |
+ vec4 d4 = min(edge_dist[0], edge_dist[1]); |
+ vec2 d2 = min(d4.xz, d4.yw); |
+ float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
+ gl_FragColor = color * aa; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
FragmentShaderCheckerboard::FragmentShaderCheckerboard() |
: alpha_location_(-1), |
tex_transform_location_(-1), |
- frequency_location_(-1) {} |
+ frequency_location_(-1) { |
+} |
void FragmentShaderCheckerboard::Init(GLES2Interface* context, |
unsigned program, |
int* base_uniform_index) { |
static const char* uniforms[] = { |
- "alpha", |
- "texTransform", |
- "frequency", |
- "color", |
+ "alpha", "texTransform", "frequency", "color", |
}; |
int locations[arraysize(uniforms)]; |
@@ -1513,27 +1634,32 @@ void FragmentShaderCheckerboard::Init(GLES2Interface* context, |
} |
std::string FragmentShaderCheckerboard::GetShaderString( |
- TexCoordPrecision precision, SamplerType sampler) const { |
+ TexCoordPrecision precision, |
+ SamplerType sampler) const { |
// Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" |
// by Munshi, Ginsburg, Shreiner. |
+ // clang-format off |
return FRAGMENT_SHADER( |
- precision mediump float; |
- precision mediump int; |
- varying vec2 v_texCoord; |
- uniform float alpha; |
- uniform float frequency; |
- uniform vec4 texTransform; |
- uniform vec4 color; |
- void main() { |
- vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
- vec4 color2 = color; |
- vec2 texCoord = |
- clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; |
- vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
- float picker = abs(coord.x - coord.y); // NOLINT |
- gl_FragColor = mix(color1, color2, picker) * alpha; |
- } |
+ // clang-format on |
+ precision mediump float; |
+ precision mediump int; |
+ varying vec2 v_texCoord; |
+ uniform float alpha; |
+ uniform float frequency; |
+ uniform vec4 texTransform; |
+ uniform vec4 color; |
+ void main() { |
+ vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
+ vec4 color2 = color; |
+ vec2 texCoord = |
+ clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; |
+ vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
+ float picker = abs(coord.x - coord.y); // NOLINT |
+ gl_FragColor = mix(color1, color2, picker) * alpha; |
+ } |
+ // clang-format off |
); // NOLINT(whitespace/parens) |
+ // clang-format on |
} |
} // namespace cc |