| Index: cc/output/shader.cc
|
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc
|
| index 354f65f67b92ffb17447b9219c7b9c6102d2ed8e..eb5041ac5815b342b8899c4a2586af9b032781a4 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;
|
|
|