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| 1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #include "cc/output/shader.h" | 5 #include "cc/output/shader.h" |
| 6 | 6 |
| 7 #include <algorithm> | 7 #include <algorithm> |
| 8 | 8 |
| 9 #include "base/basictypes.h" | 9 #include "base/basictypes.h" |
| 10 #include "base/logging.h" | 10 #include "base/logging.h" |
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| 539 matrix_location_ = locations[0]; | 539 matrix_location_ = locations[0]; |
| 540 quad_location_ = locations[1]; | 540 quad_location_ = locations[1]; |
| 541 vertex_tex_transform_location_ = locations[2]; | 541 vertex_tex_transform_location_ = locations[2]; |
| 542 } | 542 } |
| 543 | 543 |
| 544 std::string VertexShaderTile::GetShaderString() const { | 544 std::string VertexShaderTile::GetShaderString() const { |
| 545 // clang-format off | 545 // clang-format off |
| 546 return VERTEX_SHADER( | 546 return VERTEX_SHADER( |
| 547 // clang-format on | 547 // clang-format on |
| 548 attribute TexCoordPrecision vec4 a_position; | 548 attribute TexCoordPrecision vec4 a_position; |
| 549 attribute TexCoordPrecision vec2 a_texCoord; |
| 549 attribute float a_index; | 550 attribute float a_index; |
| 550 uniform mat4 matrix; | 551 uniform mat4 matrix; |
| 551 uniform TexCoordPrecision vec2 quad[4]; | 552 uniform TexCoordPrecision vec2 quad[4]; |
| 552 uniform TexCoordPrecision vec4 vertexTexTransform; | 553 uniform TexCoordPrecision vec4 vertexTexTransform; |
| 553 varying TexCoordPrecision vec2 v_texCoord; | 554 varying TexCoordPrecision vec2 v_texCoord; |
| 554 void main() { | 555 void main() { |
| 555 vec2 pos = quad[int(a_index)]; // NOLINT | 556 vec2 pos = quad[int(a_index)]; // NOLINT |
| 556 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); | 557 gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
| 557 v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; | 558 v_texCoord = a_texCoord * vertexTexTransform.zw + vertexTexTransform.xy; |
| 558 } | 559 } |
| 559 // clang-format off | 560 // clang-format off |
| 560 ); // NOLINT(whitespace/parens) | 561 ); // NOLINT(whitespace/parens) |
| 561 // clang-format on | 562 // clang-format on |
| 562 } | 563 } |
| 563 | 564 |
| 564 VertexShaderTileAA::VertexShaderTileAA() | 565 VertexShaderTileAA::VertexShaderTileAA() |
| 565 : matrix_location_(-1), | 566 : matrix_location_(-1), |
| 566 viewport_location_(-1), | 567 viewport_location_(-1), |
| 567 quad_location_(-1), | 568 quad_location_(-1), |
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| 1979 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | 1980 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
| 1980 float picker = abs(coord.x - coord.y); // NOLINT | 1981 float picker = abs(coord.x - coord.y); // NOLINT |
| 1981 gl_FragColor = mix(color1, color2, picker) * alpha; | 1982 gl_FragColor = mix(color1, color2, picker) * alpha; |
| 1982 } | 1983 } |
| 1983 // clang-format off | 1984 // clang-format off |
| 1984 ); // NOLINT(whitespace/parens) | 1985 ); // NOLINT(whitespace/parens) |
| 1985 // clang-format on | 1986 // clang-format on |
| 1986 } | 1987 } |
| 1987 | 1988 |
| 1988 } // namespace cc | 1989 } // namespace cc |
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