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Unified Diff: cc/output/shader.cc

Issue 668123003: cc: Support texture rect targets for masks (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@base_for_texture_rect_changes
Patch Set: virtual CreateResourceAndRasterWorkerPool 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 98bde8daf944ef426b408961a4db0e84783ea2cf..d3e2ca672f1d1dbec584930128a5ff2095889fee 100644
--- a/cc/output/shader.cc
+++ b/cc/output/shader.cc
@@ -1434,13 +1434,13 @@ std::string FragmentShaderRGBATexAlphaMask::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 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);
@@ -1494,7 +1494,7 @@ 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;
@@ -1503,7 +1503,7 @@ 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);
@@ -1567,7 +1567,7 @@ 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;
@@ -1578,7 +1578,7 @@ 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;
@@ -1705,7 +1705,7 @@ 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;
@@ -1713,7 +1713,7 @@ 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;

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