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Unified Diff: cc/output/shader.cc

Issue 658483003: Implement mix-blend-mode in GL renderer using shaders. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fixing antialiasing issues Created 6 years, 2 months ago
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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)
}

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