Chromium Code Reviews| 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) |
|
enne (OOO)
2014/10/16 01:41:25
This doesn't need to be a macro, I think.
rosca
2014/10/16 16:14:56
It looks weird to see this expression inline. It i
|
| +#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;) |
|
enne (OOO)
2014/10/16 01:41:25
SHADER0 was intended as a way to make a big block
rosca
2014/10/16 16:14:56
I replaced SHADER0 with quotes for one liners. Do
rosca
2014/10/17 13:55:54
I removed SHADER0 from small blocks of shader code
|
| + + 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) |
| } |