Index: cc/output/shader.cc |
diff --git a/cc/output/shader.cc b/cc/output/shader.cc |
index 8a2521476db9673aea72bd09356700f4214c65df..571438b5b07260eac90c42546c0f9f8d4bdd4ba6 100644 |
--- a/cc/output/shader.cc |
+++ b/cc/output/shader.cc |
@@ -1122,13 +1122,13 @@ std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
// clang-format on |
precision mediump float; |
varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
+ uniform sampler2D s_texture; |
reveman
2014/10/22 12:40:38
Is the mask shader always used with a render surfa
enne (OOO)
2014/10/22 19:20:44
Yeah, that's exactly it. Currently, masks only ap
reveman
2014/10/22 20:36:47
I just wanted to make sure I understood this chang
|
uniform SamplerType s_mask; |
uniform TexCoordPrecision vec2 maskTexCoordScale; |
uniform TexCoordPrecision vec2 maskTexCoordOffset; |
uniform float alpha; |
void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
TexCoordPrecision vec2 maskTexCoord = |
vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
@@ -1176,7 +1176,7 @@ std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
return FRAGMENT_SHADER( |
// clang-format on |
precision mediump float; |
- uniform SamplerType s_texture; |
+ uniform sampler2D s_texture; |
uniform SamplerType s_mask; |
uniform TexCoordPrecision vec2 maskTexCoordScale; |
uniform TexCoordPrecision vec2 maskTexCoordOffset; |
@@ -1185,7 +1185,7 @@ std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
TexCoordPrecision vec2 maskTexCoord = |
vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
@@ -1247,7 +1247,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
return FRAGMENT_SHADER( |
// clang-format on |
precision mediump float; |
- uniform SamplerType s_texture; |
+ uniform sampler2D s_texture; |
uniform SamplerType s_mask; |
uniform vec2 maskTexCoordScale; |
uniform vec2 maskTexCoordOffset; |
@@ -1258,7 +1258,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
float nonZeroAlpha = max(texColor.a, 0.00001); |
texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
texColor = colorMatrix * texColor + colorOffset; |
@@ -1382,7 +1382,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
// clang-format on |
precision mediump float; |
varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
+ uniform sampler2D s_texture; |
uniform SamplerType s_mask; |
uniform vec2 maskTexCoordScale; |
uniform vec2 maskTexCoordOffset; |
@@ -1390,7 +1390,7 @@ std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
uniform vec4 colorOffset; |
uniform float alpha; |
void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
float nonZeroAlpha = max(texColor.a, 0.00001); |
texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
texColor = colorMatrix * texColor + colorOffset; |