| Index: cc/output/shader.cc
|
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc
|
| index 72d89d23c0983ac7ddb3ec44acb0809984f3a80f..4e5acb27a7821671319da69f69d4d27a93791545 100644
|
| --- a/cc/output/shader.cc
|
| +++ b/cc/output/shader.cc
|
| @@ -13,8 +13,10 @@
|
|
|
| #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, SetBlendModeFunctions(SHADER0(Src))))
|
|
|
| using gpu::gles2::GLES2Interface;
|
|
|
| @@ -626,6 +628,329 @@ std::string VertexShaderVideoTransform::GetShaderString() const {
|
| ); // NOLINT(whitespace/parens)
|
| }
|
|
|
| +#define BLEND_MODE_UNIFORMS "s_backdropTexture", "backdropRect"
|
| +#define UNUSED_BLEND_MODE_UNIFORMS (is_default_blend_mode() ? 2 : 0)
|
| +#define BLEND_MODE_SET_LOCATIONS(X, POS) \
|
| + if (!is_default_blend_mode()) { \
|
| + DCHECK_LT(static_cast<size_t>(POS) + 1, arraysize(X)); \
|
| + backdrop_location_ = locations[POS]; \
|
| + backdrop_rect_location_ = locations[POS + 1]; \
|
| + }
|
| +
|
| +FragmentTexBlendMode::FragmentTexBlendMode()
|
| + : backdrop_location_(-1),
|
| + backdrop_rect_location_(-1),
|
| + blend_mode_(SkXfermode::kSrcOver_Mode) {
|
| +}
|
| +
|
| +bool FragmentTexBlendMode::is_blend_mode_supported(
|
| + SkXfermode::Mode blend_mode) {
|
| + return blend_mode == kDefaultBlendMode ||
|
| + (blend_mode >= kFirstBlendMode && blend_mode <= kLastBlendMode &&
|
| + blend_mode != SkXfermode::kScreen_Mode);
|
| +}
|
| +
|
| +void FragmentTexBlendMode::SetBlendMode(SkXfermode::Mode blend_mode) {
|
| + DCHECK(is_blend_mode_supported(blend_mode));
|
| + if (!is_blend_mode_supported(blend_mode))
|
| + blend_mode_ = kDefaultBlendMode;
|
| + else
|
| + blend_mode_ = blend_mode;
|
| +}
|
| +
|
| +std::string FragmentTexBlendMode::SetBlendModeFunctions(
|
| + std::string shader_string) const {
|
| + DCHECK(is_blend_mode_supported(blend_mode_));
|
| + if (shader_string.find("ApplyBlendMode") == std::string::npos)
|
| + return shader_string;
|
| +
|
| + if (is_default_blend_mode()) {
|
| + return
|
| + "#define ApplyBlendMode(X) (X)\n" +
|
| + shader_string;
|
| + }
|
| +
|
| + return SHADER0(precision mediump float;)
|
| + + GetHelperFunctions() +
|
| + SHADER0(
|
| + uniform SamplerType s_backdropTexture;
|
| + uniform TexCoordPrecision vec4 backdropRect;
|
| +
|
| + vec4 GetBackdropColor() {
|
| + TexCoordPrecision vec2 bgTexCoord =
|
| + gl_FragCoord.xy - backdropRect.xy;
|
| + bgTexCoord.x /= backdropRect.z;
|
| + bgTexCoord.y /= backdropRect.w;
|
| + return TextureLookup(s_backdropTexture, bgTexCoord);
|
| + }
|
| +
|
| + vec4 ApplyBlendMode(vec4 src) {
|
| + vec4 dst = GetBackdropColor();
|
| + vec4 result;
|
| + result.a = src.a + (1.0 - src.a) * dst.a;)
|
| +
|
| + + GetMainBlendingCode() + SHADER0(
|
| + return result;
|
| + })
|
| + + shader_string;
|
| +}
|
| +
|
| +std::string FragmentTexBlendMode::GetHelperFunctions() const {
|
| + static const std::string kFunctionHardLight = SHADER0(
|
| + vec3 hardLight(vec4 src, vec4 dst) {
|
| + vec3 result;
|
| + result.r = (2.0 * src.r <= src.a)
|
| + ? (2.0 * src.r * dst.r)
|
| + : (src.a * dst.a - 2.0 * (dst.a - dst.r) * (src.a - src.r));
|
| + result.g = (2.0 * src.g <= src.a)
|
| + ? (2.0 * src.g * dst.g)
|
| + : (src.a * dst.a - 2.0 * (dst.a - dst.g) * (src.a - src.g));
|
| + result.b = (2.0 * src.b <= src.a)
|
| + ? (2.0 * src.b * dst.b)
|
| + : (src.a * dst.a - 2.0 * (dst.a - dst.b) * (src.a - src.b));
|
| + result.rgb += src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a);
|
| + return result;
|
| + }
|
| + );
|
| +
|
| + static const std::string kFunctionColorDodgeComponent = SHADER0(
|
| + float getColorDodgeComponent(float srcc, float srca,
|
| + float dstc, float dsta) {
|
| + if (0.0 == dstc)
|
| + return srcc * (1.0 - dsta);
|
| + float d = srca - srcc;
|
| + if (0.0 == d)
|
| + return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
|
| + d = min(dsta, dstc * srca / d);
|
| + return d * srca + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
|
| + }
|
| + );
|
| +
|
| + static const std::string kFunctionColorBurnComponent = SHADER0(
|
| + float getColorBurnComponent(float srcc, float srca,
|
| + float dstc, float dsta) {
|
| + if (dsta == dstc)
|
| + return srca * dsta + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
|
| + if (0.0 == srcc)
|
| + return dstc * (1.0 - srca);
|
| + float d = max(0.0, dsta - (dsta - dstc) * srca / srcc);
|
| + return srca * d + srcc * (1.0 - dsta) + dstc * (1.0 - srca);
|
| + }
|
| + );
|
| +
|
| + static const std::string kFunctionSoftLightComponentPosDstAlpha = SHADER0(
|
| + float getSoftLightComponent(float srcc, float srca,
|
| + float dstc, float dsta) {
|
| + if (2.0 * srcc <= srca) {
|
| + return (dstc * dstc * (srca - 2.0 * srcc)) / dsta +
|
| + (1.0 - dsta) * srcc + dstc * (-srca + 2.0 * srcc + 1.0);
|
| + } else if (4.0 * dstc <= dsta) {
|
| + float DSqd = dstc * dstc;
|
| + float DCub = DSqd * dstc;
|
| + float DaSqd = dsta * dsta;
|
| + float DaCub = DaSqd * dsta;
|
| + return (-DaCub * srcc +
|
| + DaSqd * (srcc - dstc * (3.0 * srca - 6.0 * srcc - 1.0)) +
|
| + 12.0 * dsta * DSqd * (srca - 2.0 * srcc) -
|
| + 16.0 * DCub * (srca - 2.0 * srcc)) /
|
| + DaSqd;
|
| + } else {
|
| + return -sqrt(dsta * dstc) * (srca - 2.0 * srcc) - dsta * srcc +
|
| + dstc * (srca - 2.0 * srcc + 1.0) + srcc;
|
| + }
|
| + }
|
| + );
|
| +
|
| + static const std::string kFunctionLum = SHADER0(
|
| + float luminance(vec3 color) {
|
| + return dot(vec3(0.3, 0.59, 0.11), color);
|
| + }
|
| + vec3 set_luminance(vec3 hueSat, float alpha, vec3 lumColor) {
|
| + float diff = luminance(lumColor - hueSat);
|
| + vec3 outColor = hueSat + diff;
|
| + float outLum = luminance(outColor);
|
| + float minComp = min(min(outColor.r, outColor.g), outColor.b);
|
| + float maxComp = max(max(outColor.r, outColor.g), outColor.b);
|
| + if (minComp < 0.0) {
|
| + outColor = outLum +
|
| + ((outColor - vec3(outLum, outLum, outLum)) * outLum) /
|
| + (outLum - minComp);
|
| + }
|
| + if (maxComp > alpha) {
|
| + outColor =
|
| + outLum +
|
| + ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) /
|
| + (maxComp - outLum);
|
| + }
|
| + return outColor;
|
| + }
|
| + );
|
| +
|
| + static const std::string kFunctionSat = SHADER0(
|
| + float saturation(vec3 color) {
|
| + return max(max(color.r, color.g), color.b) -
|
| + min(min(color.r, color.g), color.b);
|
| + }
|
| + vec3 set_saturation_helper(float minComp,
|
| + float midComp,
|
| + float maxComp,
|
| + float sat) {
|
| + if (minComp < maxComp) {
|
| + vec3 result;
|
| + result.r = 0.0;
|
| + result.g = sat * (midComp - minComp) / (maxComp - minComp);
|
| + result.b = sat;
|
| + return result;
|
| + } else {
|
| + return vec3(0, 0, 0);
|
| + }
|
| + }
|
| + vec3 set_saturation(vec3 hueLumColor, vec3 satColor) {
|
| + float sat = saturation(satColor);
|
| + if (hueLumColor.r <= hueLumColor.g) {
|
| + if (hueLumColor.g <= hueLumColor.b) {
|
| + hueLumColor.rgb = set_saturation_helper(
|
| + hueLumColor.r, hueLumColor.g, hueLumColor.b, sat);
|
| + } else if (hueLumColor.r <= hueLumColor.b) {
|
| + hueLumColor.rbg = set_saturation_helper(
|
| + hueLumColor.r, hueLumColor.b, hueLumColor.g, sat);
|
| + } else {
|
| + hueLumColor.brg = set_saturation_helper(
|
| + hueLumColor.b, hueLumColor.r, hueLumColor.g, sat);
|
| + }
|
| + } else if (hueLumColor.r <= hueLumColor.b) {
|
| + hueLumColor.grb = set_saturation_helper(
|
| + hueLumColor.g, hueLumColor.r, hueLumColor.b, sat);
|
| + } else if (hueLumColor.g <= hueLumColor.b) {
|
| + hueLumColor.gbr = set_saturation_helper(
|
| + hueLumColor.g, hueLumColor.b, hueLumColor.r, sat);
|
| + } else {
|
| + hueLumColor.bgr = set_saturation_helper(
|
| + hueLumColor.b, hueLumColor.g, hueLumColor.r, sat);
|
| + }
|
| + return hueLumColor;
|
| + }
|
| + );
|
| +
|
| + switch (blend_mode_) {
|
| + case SkXfermode::kOverlay_Mode:
|
| + case SkXfermode::kHardLight_Mode:
|
| + return kFunctionHardLight;
|
| + case SkXfermode::kColorDodge_Mode:
|
| + return kFunctionColorDodgeComponent;
|
| + case SkXfermode::kColorBurn_Mode:
|
| + return kFunctionColorBurnComponent;
|
| + case SkXfermode::kSoftLight_Mode:
|
| + return kFunctionSoftLightComponentPosDstAlpha;
|
| + case SkXfermode::kHue_Mode:
|
| + case SkXfermode::kSaturation_Mode:
|
| + return kFunctionLum + kFunctionSat;
|
| + case SkXfermode::kColor_Mode:
|
| + case SkXfermode::kLuminosity_Mode:
|
| + return kFunctionLum;
|
| + default:
|
| + return std::string();
|
| + }
|
| +}
|
| +
|
| +std::string FragmentTexBlendMode::GetMainBlendingCode() const {
|
| + switch (blend_mode_) {
|
| + case SkXfermode::kLighten_Mode:
|
| + return SHADER0(
|
| + result.rgb = max((1.0 - src.a) * dst.rgb + src.rgb,
|
| + (1.0 - dst.a) * src.rgb + dst.rgb);
|
| + );
|
| + case SkXfermode::kOverlay_Mode:
|
| + return SHADER0(
|
| + result.rgb = hardLight(dst, src);
|
| + );
|
| + case SkXfermode::kDarken_Mode:
|
| + return SHADER0(
|
| + result.rgb = min((1.0 - src.a) * dst.rgb + src.rgb,
|
| + (1.0 - dst.a) * src.rgb + dst.rgb);
|
| + );
|
| + case SkXfermode::kColorDodge_Mode:
|
| + return SHADER0(
|
| + result.r = getColorDodgeComponent(src.r, src.a, dst.r, dst.a);
|
| + result.g = getColorDodgeComponent(src.g, src.a, dst.g, dst.a);
|
| + result.b = getColorDodgeComponent(src.b, src.a, dst.b, dst.a);
|
| + );
|
| + case SkXfermode::kColorBurn_Mode:
|
| + return SHADER0(
|
| + result.r = getColorBurnComponent(src.r, src.a, dst.r, dst.a);
|
| + result.g = getColorBurnComponent(src.g, src.a, dst.g, dst.a);
|
| + result.b = getColorBurnComponent(src.b, src.a, dst.b, dst.a);
|
| + );
|
| + case SkXfermode::kHardLight_Mode:
|
| + return SHADER0(
|
| + result.rgb = hardLight(src, dst);
|
| + );
|
| + case SkXfermode::kSoftLight_Mode:
|
| + return SHADER0(
|
| + if (0.0 == dst.a) {
|
| + result.rgba = src;
|
| + } else {
|
| + result.r = getSoftLightComponent(src.r, src.a, dst.r, dst.a);
|
| + result.g = getSoftLightComponent(src.g, src.a, dst.g, dst.a);
|
| + result.b = getSoftLightComponent(src.b, src.a, dst.b, dst.a);
|
| + }
|
| + );
|
| + case SkXfermode::kDifference_Mode:
|
| + return SHADER0(
|
| + result.rgb = src.rgb + dst.rgb -
|
| + 2.0 * min(src.rgb * dst.a, dst.rgb * src.a);
|
| + );
|
| + case SkXfermode::kExclusion_Mode:
|
| + return SHADER0(
|
| + result.rgb = dst.rgb + src.rgb - 2.0 * dst.rgb * src.rgb;
|
| + );
|
| + case SkXfermode::kMultiply_Mode:
|
| + return SHADER0(
|
| + result.rgb = (1.0 - src.a) * dst.rgb +
|
| + (1.0 - dst.a) * src.rgb + src.rgb * dst.rgb;
|
| + );
|
| + case SkXfermode::kHue_Mode:
|
| + return SHADER0(
|
| + vec4 dstSrcAlpha = dst * src.a;
|
| + result.rgb =
|
| + set_luminance(set_saturation(src.rgb * dst.a, dstSrcAlpha.rgb),
|
| + dstSrcAlpha.a,
|
| + dstSrcAlpha.rgb);
|
| +
|
| + result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;
|
| + );
|
| + case SkXfermode::kSaturation_Mode:
|
| + return SHADER0(
|
| + vec4 dstSrcAlpha = dst * src.a;
|
| + result.rgb =
|
| + set_luminance(set_saturation(dstSrcAlpha.rgb, src.rgb * dst.a),
|
| + dstSrcAlpha.a,
|
| + dstSrcAlpha.rgb);
|
| + result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;
|
| + );
|
| + case SkXfermode::kColor_Mode:
|
| + return SHADER0(
|
| + vec4 srcDstAlpha = src * dst.a;
|
| + result.rgb =
|
| + set_luminance(srcDstAlpha.rgb, srcDstAlpha.a, dst.rgb * src.a);
|
| + result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;
|
| + );
|
| + case SkXfermode::kLuminosity_Mode:
|
| + return SHADER0(
|
| + vec4 srcDstAlpha = src * dst.a;
|
| + result.rgb =
|
| + set_luminance(dst.rgb * src.a, srcDstAlpha.a, srcDstAlpha.rgb);
|
| + result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;
|
| + );
|
| + default:
|
| + NOTREACHED();
|
| + }
|
| +
|
| + return SHADER0(
|
| + result = src;
|
| + );
|
| +}
|
| +
|
| FragmentTexAlphaBinding::FragmentTexAlphaBinding()
|
| : sampler_location_(-1),
|
| alpha_location_(-1) {}
|
| @@ -636,17 +961,19 @@ void FragmentTexAlphaBinding::Init(GLES2Interface* context,
|
| static const char* uniforms[] = {
|
| "s_texture",
|
| "alpha",
|
| + BLEND_MODE_UNIFORMS,
|
| };
|
| int locations[arraysize(uniforms)];
|
|
|
| GetProgramUniformLocations(context,
|
| program,
|
| - arraysize(uniforms),
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| uniforms,
|
| locations,
|
| base_uniform_index);
|
| sampler_location_ = locations[0];
|
| alpha_location_ = locations[1];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 2);
|
| }
|
|
|
| FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding()
|
| @@ -663,12 +990,13 @@ void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context,
|
| "alpha",
|
| "colorMatrix",
|
| "colorOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| };
|
| int locations[arraysize(uniforms)];
|
|
|
| GetProgramUniformLocations(context,
|
| program,
|
| - arraysize(uniforms),
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| uniforms,
|
| locations,
|
| base_uniform_index);
|
| @@ -676,6 +1004,7 @@ void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context,
|
| alpha_location_ = locations[1];
|
| color_matrix_location_ = locations[2];
|
| color_offset_location_ = locations[3];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 4);
|
| }
|
|
|
| FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
|
| @@ -707,7 +1036,7 @@ std::string FragmentShaderRGBATexAlpha::GetShaderString(
|
| uniform float alpha;
|
| void main() {
|
| vec4 texColor = TextureLookup(s_texture, v_texCoord);
|
| - gl_FragColor = texColor * alpha;
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha);
|
| }
|
| ); // NOLINT(whitespace/parens)
|
| }
|
| @@ -728,7 +1057,7 @@ std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
|
| texColor = colorMatrix * texColor + colorOffset;
|
| texColor.rgb *= texColor.a;
|
| texColor = clamp(texColor, 0.0, 1.0);
|
| - gl_FragColor = texColor * alpha;
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha);
|
| }
|
| ); // NOLINT(whitespace/parens)
|
| }
|
| @@ -886,17 +1215,19 @@ void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context,
|
| static const char* uniforms[] = {
|
| "s_texture",
|
| "alpha",
|
| + BLEND_MODE_UNIFORMS,
|
| };
|
| int locations[arraysize(uniforms)];
|
|
|
| GetProgramUniformLocations(context,
|
| program,
|
| - arraysize(uniforms),
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| uniforms,
|
| locations,
|
| base_uniform_index);
|
| sampler_location_ = locations[0];
|
| alpha_location_ = locations[1];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 2);
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
|
| @@ -913,7 +1244,7 @@ std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
|
| vec4 d4 = min(edge_dist[0], edge_dist[1]);
|
| vec2 d2 = min(d4.xz, d4.yw);
|
| float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
|
| - gl_FragColor = texColor * alpha * aa;
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha * aa);
|
| }
|
| ); // NOLINT(whitespace/parens)
|
| }
|
| @@ -1006,12 +1337,13 @@ void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
|
| "alpha",
|
| "maskTexCoordScale",
|
| "maskTexCoordOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| };
|
| int locations[arraysize(uniforms)];
|
|
|
| GetProgramUniformLocations(context,
|
| program,
|
| - arraysize(uniforms),
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| uniforms,
|
| locations,
|
| base_uniform_index);
|
| @@ -1020,6 +1352,7 @@ void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
|
| alpha_location_ = locations[2];
|
| mask_tex_coord_scale_location_ = locations[3];
|
| mask_tex_coord_offset_location_ = locations[4];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 5);
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
|
| @@ -1038,7 +1371,7 @@ std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
|
| 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;
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w);
|
| }
|
| ); // NOLINT(whitespace/parens)
|
| }
|
| @@ -1059,12 +1392,13 @@ void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
|
| "alpha",
|
| "maskTexCoordScale",
|
| "maskTexCoordOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| };
|
| int locations[arraysize(uniforms)];
|
|
|
| GetProgramUniformLocations(context,
|
| program,
|
| - arraysize(uniforms),
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| uniforms,
|
| locations,
|
| base_uniform_index);
|
| @@ -1073,6 +1407,7 @@ void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
|
| alpha_location_ = locations[2];
|
| mask_tex_coord_scale_location_ = locations[3];
|
| mask_tex_coord_offset_location_ = locations[4];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 5);
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
|
| @@ -1096,7 +1431,7 @@ std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
|
| 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;
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa);
|
| }
|
| ); // NOLINT(whitespace/parens)
|
| }
|
| @@ -1122,12 +1457,13 @@ void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
|
| "maskTexCoordOffset",
|
| "colorMatrix",
|
| "colorOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| };
|
| int locations[arraysize(uniforms)];
|
|
|
| GetProgramUniformLocations(context,
|
| program,
|
| - arraysize(uniforms),
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| uniforms,
|
| locations,
|
| base_uniform_index);
|
| @@ -1138,6 +1474,7 @@ void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
|
| mask_tex_coord_offset_location_ = locations[4];
|
| color_matrix_location_ = locations[5];
|
| color_offset_location_ = locations[6];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 7);
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
|
| @@ -1168,7 +1505,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
|
| 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;
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa);
|
| }
|
| ); // NOLINT(whitespace/parens)
|
| }
|
| @@ -1189,12 +1526,13 @@ void FragmentShaderRGBATexAlphaColorMatrixAA::Init(
|
| "alpha",
|
| "colorMatrix",
|
| "colorOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| };
|
| int locations[arraysize(uniforms)];
|
|
|
| GetProgramUniformLocations(context,
|
| program,
|
| - arraysize(uniforms),
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| uniforms,
|
| locations,
|
| base_uniform_index);
|
| @@ -1202,6 +1540,7 @@ void FragmentShaderRGBATexAlphaColorMatrixAA::Init(
|
| alpha_location_ = locations[1];
|
| color_matrix_location_ = locations[2];
|
| color_offset_location_ = locations[3];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 4);
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString(
|
| @@ -1225,7 +1564,7 @@ std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString(
|
| vec4 d4 = min(edge_dist[0], edge_dist[1]);
|
| vec2 d2 = min(d4.xz, d4.yw);
|
| float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
|
| - gl_FragColor = texColor * alpha * aa;
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha * aa);
|
| }
|
| ); // NOLINT(whitespace/parens)
|
| }
|
| @@ -1249,12 +1588,13 @@ void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(
|
| "maskTexCoordOffset",
|
| "colorMatrix",
|
| "colorOffset",
|
| + BLEND_MODE_UNIFORMS,
|
| };
|
| int locations[arraysize(uniforms)];
|
|
|
| GetProgramUniformLocations(context,
|
| program,
|
| - arraysize(uniforms),
|
| + arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
|
| uniforms,
|
| locations,
|
| base_uniform_index);
|
| @@ -1265,6 +1605,7 @@ void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(
|
| mask_tex_coord_offset_location_ = locations[4];
|
| color_matrix_location_ = locations[5];
|
| color_offset_location_ = locations[6];
|
| + BLEND_MODE_SET_LOCATIONS(locations, 7);
|
| }
|
|
|
| std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString(
|
| @@ -1290,7 +1631,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString(
|
| 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;
|
| + gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w);
|
| }
|
| ); // NOLINT(whitespace/parens)
|
| }
|
|
|