Index: cc/output/shader.cc |
diff --git a/cc/output/shader.cc b/cc/output/shader.cc |
index eb0dede1d5b9863d7338e16c76eca40f027e80f9..0a33e5352da1087999323bbf21c35b3454d16a89 100644 |
--- a/cc/output/shader.cc |
+++ b/cc/output/shader.cc |
@@ -11,12 +11,24 @@ |
#include "cc/output/gl_renderer.h" // For the GLC() macro. |
#include "gpu/command_buffer/client/gles2_interface.h" |
-#define SHADER0(Src) #Src |
-#define VERTEX_SHADER(Src) SetVertexTexCoordPrecision(SHADER0(Src)) |
-#define FRAGMENT_SHADER(Src) \ |
- SetFragmentTexCoordPrecision( \ |
- precision, \ |
- SetFragmentSamplerType(sampler, SetBlendModeFunctions(SHADER0(Src)))) |
+template <size_t size> |
+std::string StripLambda(const char(&shader)[size]) { |
+ // Must contain at least "[]() {}" and trailing null (included in size). |
+ static_assert(size >= 8, |
+ "String passed to StripLambda must be at least 8 characters"); |
+ DCHECK_EQ(strncmp("[]() {", shader, 6), 0); |
+ DCHECK_EQ(shader[size - 2], '}'); |
+ return std::string(shader + 6, shader + size - 2); |
+} |
+ |
+// Shaders are passed in with lambda syntax, which tricks clang-format into |
+// handling them correctly. StipLambda removes this. |
+#define SHADER0(Src) StripLambda(#Src) |
+#define VERTEX_SHADER(Head, Body) SetVertexTexCoordPrecision(Head + Body) |
+#define FRAGMENT_SHADER(Head, Body) \ |
+ SetFragmentTexCoordPrecision( \ |
+ precision, \ |
+ SetFragmentSamplerType(sampler, SetBlendModeFunctions(Head + Body))) |
using gpu::gles2::GLES2Interface; |
@@ -63,12 +75,13 @@ static std::string SetFragmentTexCoordPrecision( |
return shader_string; |
} |
-static std::string SetVertexTexCoordPrecision(const char* shader_string) { |
+static std::string SetVertexTexCoordPrecision( |
+ const std::string& shader_string) { |
// We unconditionally use highp in the vertex shader since |
// we are unlikely to be vertex shader bound when drawing large quads. |
// Also, some vertex shaders mutate the texture coordinate in such a |
// way that the effective precision might be lower than expected. |
- return "#define TexCoordPrecision highp\n" + std::string(shader_string); |
+ return "#define TexCoordPrecision highp\n" + shader_string; |
} |
TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context, |
@@ -174,20 +187,25 @@ void VertexShaderPosTex::Init(GLES2Interface* context, |
} |
std::string VertexShaderPosTex::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute vec4 a_position; |
- attribute TexCoordPrecision vec2 a_texCoord; |
- uniform mat4 matrix; |
- varying TexCoordPrecision vec2 v_texCoord; |
- void main() { |
- gl_Position = matrix * a_position; |
- v_texCoord = a_texCoord; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderPosTex::GetShaderHead() { |
+ return SHADER0([]() { |
+ attribute vec4 a_position; |
+ attribute TexCoordPrecision vec2 a_texCoord; |
+ uniform mat4 matrix; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ }); |
+} |
+ |
+std::string VertexShaderPosTex::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ gl_Position = matrix * a_position; |
+ v_texCoord = a_texCoord; |
+ } |
+ }); |
} |
VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset() |
@@ -214,23 +232,28 @@ void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context, |
} |
std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- precision mediump float; |
- attribute vec4 a_position; |
- attribute TexCoordPrecision vec2 a_texCoord; |
- uniform mat4 matrix; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform TexCoordPrecision vec2 texScale; |
- uniform TexCoordPrecision vec2 texOffset; |
- void main() { |
- gl_Position = matrix * a_position; |
- v_texCoord = a_texCoord * texScale + texOffset; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderPosTexYUVStretchOffset::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ attribute vec4 a_position; |
+ attribute TexCoordPrecision vec2 a_texCoord; |
+ uniform mat4 matrix; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform TexCoordPrecision vec2 texScale; |
+ uniform TexCoordPrecision vec2 texOffset; |
+ }); |
+} |
+ |
+std::string VertexShaderPosTexYUVStretchOffset::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ gl_Position = matrix * a_position; |
+ v_texCoord = a_texCoord * texScale + texOffset; |
+ } |
+ }); |
} |
VertexShaderPos::VertexShaderPos() : matrix_location_(-1) { |
@@ -254,15 +277,20 @@ void VertexShaderPos::Init(GLES2Interface* context, |
} |
std::string VertexShaderPos::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute vec4 a_position; |
- uniform mat4 matrix; |
- void main() { gl_Position = matrix * a_position; } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderPos::GetShaderHead() { |
+ return SHADER0([]() { |
+ attribute vec4 a_position; |
+ uniform mat4 matrix; |
+ }); |
+} |
+ |
+std::string VertexShaderPos::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { gl_Position = matrix * a_position; } |
+ }); |
} |
VertexShaderPosTexTransform::VertexShaderPosTexTransform() |
@@ -291,42 +319,52 @@ void VertexShaderPosTexTransform::Init(GLES2Interface* context, |
} |
std::string VertexShaderPosTexTransform::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute vec4 a_position; |
- attribute TexCoordPrecision vec2 a_texCoord; |
- attribute float a_index; |
- uniform mat4 matrix[8]; |
- uniform TexCoordPrecision vec4 texTransform[8]; |
- uniform float opacity[32]; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- void main() { |
- int quad_index = int(a_index * 0.25); // NOLINT |
- gl_Position = matrix[quad_index] * a_position; |
- TexCoordPrecision vec4 texTrans = texTransform[quad_index]; |
- v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
- v_alpha = opacity[int(a_index)]; // NOLINT |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderPosTexTransform::GetShaderHead() { |
+ return SHADER0([]() { |
+ attribute vec4 a_position; |
+ attribute TexCoordPrecision vec2 a_texCoord; |
+ attribute float a_index; |
+ uniform mat4 matrix[8]; |
+ uniform TexCoordPrecision vec4 texTransform[8]; |
+ uniform float opacity[32]; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ }); |
+} |
+ |
+std::string VertexShaderPosTexTransform::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ int quad_index = int(a_index * 0.25); // NOLINT |
+ gl_Position = matrix[quad_index] * a_position; |
+ TexCoordPrecision vec4 texTrans = texTransform[quad_index]; |
+ v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
+ v_alpha = opacity[int(a_index)]; // NOLINT |
+ } |
+ }); |
} |
std::string VertexShaderPosTexIdentity::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute vec4 a_position; |
- varying TexCoordPrecision vec2 v_texCoord; |
- void main() { |
- gl_Position = a_position; |
- v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderPosTexIdentity::GetShaderHead() { |
+ return SHADER0([]() { |
+ attribute vec4 a_position; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ }); |
+} |
+ |
+std::string VertexShaderPosTexIdentity::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ gl_Position = a_position; |
+ v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
+ } |
+ }); |
} |
VertexShaderQuad::VertexShaderQuad() |
@@ -352,42 +390,48 @@ void VertexShaderQuad::Init(GLES2Interface* context, |
} |
std::string VertexShaderQuad::GetShaderString() const { |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderQuad::GetShaderHead() { |
#if defined(OS_ANDROID) |
// TODO(epenner): Find the cause of this 'quad' uniform |
// being missing if we don't add dummy variables. |
// http://crbug.com/240602 |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec2 dummy_uniform; |
- varying TexCoordPrecision vec2 dummy_varying; |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- dummy_varying = dummy_uniform; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
-// clang-format on |
+ return SHADER0([]() { |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec2 dummy_uniform; |
+ varying TexCoordPrecision vec2 dummy_varying; |
+ }); |
#else |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform TexCoordPrecision vec2 quad[4]; |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
-// clang-format on |
+ return SHADER0([]() { |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ }); |
+#endif |
+} |
+ |
+std::string VertexShaderQuad::GetShaderBody() { |
+#if defined(OS_ANDROID) |
+ return SHADER0([]() { |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ dummy_varying = dummy_uniform; |
+ } |
+ }); |
+#else |
+ return SHADER0([]() { |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ } |
+ }); |
#endif |
} |
@@ -419,36 +463,36 @@ void VertexShaderQuadAA::Init(GLES2Interface* context, |
} |
std::string VertexShaderQuadAA::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform vec4 viewport; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec3 edge[8]; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
- vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
- edge_dist[0] = vec4(dot(edge[0], screen_pos), |
- dot(edge[1], screen_pos), |
- dot(edge[2], screen_pos), |
- dot(edge[3], screen_pos)) * |
- gl_Position.w; |
- edge_dist[1] = vec4(dot(edge[4], screen_pos), |
- dot(edge[5], screen_pos), |
- dot(edge[6], screen_pos), |
- dot(edge[7], screen_pos)) * |
- gl_Position.w; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderQuadAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform vec4 viewport; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec3 edge[8]; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string VertexShaderQuadAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
+ vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
+ edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos), |
+ dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * |
+ gl_Position.w; |
+ edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), |
+ dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * |
+ gl_Position.w; |
+ } |
+ }); |
} |
VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA() |
@@ -481,39 +525,39 @@ void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context, |
} |
std::string VertexShaderQuadTexTransformAA::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform vec4 viewport; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec3 edge[8]; |
- uniform TexCoordPrecision vec4 texTrans; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
- vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
- edge_dist[0] = vec4(dot(edge[0], screen_pos), |
- dot(edge[1], screen_pos), |
- dot(edge[2], screen_pos), |
- dot(edge[3], screen_pos)) * |
- gl_Position.w; |
- edge_dist[1] = vec4(dot(edge[4], screen_pos), |
- dot(edge[5], screen_pos), |
- dot(edge[6], screen_pos), |
- dot(edge[7], screen_pos)) * |
- gl_Position.w; |
- v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderQuadTexTransformAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform vec4 viewport; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec3 edge[8]; |
+ uniform TexCoordPrecision vec4 texTrans; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string VertexShaderQuadTexTransformAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
+ vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
+ edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos), |
+ dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * |
+ gl_Position.w; |
+ edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), |
+ dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * |
+ gl_Position.w; |
+ v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; |
+ } |
+ }); |
} |
VertexShaderTile::VertexShaderTile() |
@@ -542,24 +586,29 @@ void VertexShaderTile::Init(GLES2Interface* context, |
} |
std::string VertexShaderTile::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute TexCoordPrecision vec4 a_position; |
- attribute TexCoordPrecision vec2 a_texCoord; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec4 vertexTexTransform; |
- varying TexCoordPrecision vec2 v_texCoord; |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- v_texCoord = a_texCoord * vertexTexTransform.zw + vertexTexTransform.xy; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderTile::GetShaderHead() { |
+ return SHADER0([]() { |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute TexCoordPrecision vec2 a_texCoord; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec4 vertexTexTransform; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ }); |
+} |
+ |
+std::string VertexShaderTile::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ v_texCoord = a_texCoord * vertexTexTransform.zw + vertexTexTransform.xy; |
+ } |
+ }); |
} |
VertexShaderTileAA::VertexShaderTileAA() |
@@ -592,39 +641,39 @@ void VertexShaderTileAA::Init(GLES2Interface* context, |
} |
std::string VertexShaderTileAA::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute TexCoordPrecision vec4 a_position; |
- attribute float a_index; |
- uniform mat4 matrix; |
- uniform vec4 viewport; |
- uniform TexCoordPrecision vec2 quad[4]; |
- uniform TexCoordPrecision vec3 edge[8]; |
- uniform TexCoordPrecision vec4 vertexTexTransform; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec2 pos = quad[int(a_index)]; // NOLINT |
- gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
- vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
- vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
- edge_dist[0] = vec4(dot(edge[0], screen_pos), |
- dot(edge[1], screen_pos), |
- dot(edge[2], screen_pos), |
- dot(edge[3], screen_pos)) * |
- gl_Position.w; |
- edge_dist[1] = vec4(dot(edge[4], screen_pos), |
- dot(edge[5], screen_pos), |
- dot(edge[6], screen_pos), |
- dot(edge[7], screen_pos)) * |
- gl_Position.w; |
- v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderTileAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ attribute TexCoordPrecision vec4 a_position; |
+ attribute float a_index; |
+ uniform mat4 matrix; |
+ uniform vec4 viewport; |
+ uniform TexCoordPrecision vec2 quad[4]; |
+ uniform TexCoordPrecision vec3 edge[8]; |
+ uniform TexCoordPrecision vec4 vertexTexTransform; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string VertexShaderTileAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec2 pos = quad[int(a_index)]; // NOLINT |
+ gl_Position = matrix * vec4(pos, a_position.z, a_position.w); |
+ vec2 ndc_pos = 0.5 * (1.0 + gl_Position.xy / gl_Position.w); |
+ vec3 screen_pos = vec3(viewport.xy + viewport.zw * ndc_pos, 1.0); |
+ edge_dist[0] = vec4(dot(edge[0], screen_pos), dot(edge[1], screen_pos), |
+ dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * |
+ gl_Position.w; |
+ edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), |
+ dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * |
+ gl_Position.w; |
+ v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
+ } |
+ }); |
} |
VertexShaderVideoTransform::VertexShaderVideoTransform() |
@@ -650,22 +699,27 @@ void VertexShaderVideoTransform::Init(GLES2Interface* context, |
} |
std::string VertexShaderVideoTransform::GetShaderString() const { |
- // clang-format off |
- return VERTEX_SHADER( |
- // clang-format on |
- attribute vec4 a_position; |
- attribute TexCoordPrecision vec2 a_texCoord; |
- uniform mat4 matrix; |
- uniform TexCoordPrecision mat4 texMatrix; |
- varying TexCoordPrecision vec2 v_texCoord; |
- void main() { |
- gl_Position = matrix * a_position; |
- v_texCoord = |
- vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string VertexShaderVideoTransform::GetShaderHead() { |
+ return SHADER0([]() { |
+ attribute vec4 a_position; |
+ attribute TexCoordPrecision vec2 a_texCoord; |
+ uniform mat4 matrix; |
+ uniform TexCoordPrecision mat4 texMatrix; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ }); |
+} |
+ |
+std::string VertexShaderVideoTransform::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ gl_Position = matrix * a_position; |
+ v_texCoord = |
+ vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
+ } |
+ }); |
} |
#define BLEND_MODE_UNIFORMS "s_backdropTexture", "backdropRect" |
@@ -692,183 +746,166 @@ std::string FragmentTexBlendMode::SetBlendModeFunctions( |
return "#define ApplyBlendMode(X) (X)\n" + shader_string; |
} |
- // clang-format off |
- static const std::string kFunctionApplyBlendMode = SHADER0( |
- // clang-format on |
- uniform sampler2D 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 texture2D(s_backdropTexture, bgTexCoord); |
- } |
+ static const std::string kFunctionApplyBlendMode = SHADER0([]() { |
+ uniform sampler2D s_backdropTexture; |
+ uniform TexCoordPrecision vec4 backdropRect; |
- vec4 ApplyBlendMode(vec4 src) { |
- vec4 dst = GetBackdropColor(); |
- return Blend(src, dst); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ vec4 GetBackdropColor() { |
+ TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy; |
+ bgTexCoord.x /= backdropRect.z; |
+ bgTexCoord.y /= backdropRect.w; |
+ return texture2D(s_backdropTexture, bgTexCoord); |
+ } |
+ |
+ vec4 ApplyBlendMode(vec4 src) { |
+ vec4 dst = GetBackdropColor(); |
+ return Blend(src, dst); |
+ } |
+ }); |
return "precision mediump float;" + GetHelperFunctions() + |
GetBlendFunction() + kFunctionApplyBlendMode + shader_string; |
} |
std::string FragmentTexBlendMode::GetHelperFunctions() const { |
- // clang-format off |
- static const std::string kFunctionHardLight = SHADER0( |
- // clang-format on |
- 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; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- |
- static const std::string kFunctionColorDodgeComponent = SHADER0( |
- // clang-format on |
- 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); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- |
- static const std::string kFunctionColorBurnComponent = SHADER0( |
- // clang-format on |
- 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); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- |
- static const std::string kFunctionSoftLightComponentPosDstAlpha = SHADER0( |
- // clang-format on |
- 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; |
- } |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- |
- static const std::string kFunctionLum = SHADER0( |
- // clang-format on |
- 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 && outLum != minComp) { |
- outColor = outLum + |
- ((outColor - vec3(outLum, outLum, outLum)) * outLum) / |
- (outLum - minComp); |
- } |
- if (maxComp > alpha && maxComp != outLum) { |
- outColor = |
- outLum + |
- ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) / |
- (maxComp - outLum); |
+ 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; |
+ } |
} |
- return outColor; |
+ }); |
+ |
+ 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 && outLum != minComp) { |
+ outColor = outLum + |
+ ((outColor - vec3(outLum, outLum, outLum)) * outLum) / |
+ (outLum - minComp); |
} |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- |
- static const std::string kFunctionSat = SHADER0( |
- // clang-format on |
- float saturation(vec3 color) { |
- return max(max(color.r, color.g), color.b) - |
- min(min(color.r, color.g), color.b); |
+ if (maxComp > alpha && maxComp != outLum) { |
+ outColor = |
+ outLum + |
+ ((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) / |
+ (maxComp - outLum); |
} |
- |
- 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); |
- } |
+ 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); |
- } |
+ } |
+ |
+ 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.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); |
+ hueLumColor.rbg = set_saturation_helper(hueLumColor.r, hueLumColor.b, |
+ hueLumColor.g, sat); |
} else { |
- hueLumColor.bgr = set_saturation_helper( |
- hueLumColor.b, hueLumColor.g, hueLumColor.r, sat); |
+ hueLumColor.brg = set_saturation_helper(hueLumColor.b, hueLumColor.r, |
+ hueLumColor.g, sat); |
} |
- return hueLumColor; |
+ } 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); |
} |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return hueLumColor; |
+ } |
+ }); |
switch (blend_mode_) { |
case BlendModeOverlay: |
@@ -1048,85 +1085,105 @@ void FragmentTexOpaqueBinding::Init(GLES2Interface* context, |
std::string FragmentShaderRGBATexAlpha::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = ApplyBlendMode(texColor * alpha); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexAlpha::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexAlpha::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ gl_FragColor = ApplyBlendMode(texColor * alpha); |
+ } |
+ }); |
} |
std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- uniform mat4 colorMatrix; |
- uniform vec4 colorOffset; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- float nonZeroAlpha = max(texColor.a, 0.00001); |
- texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
- texColor = colorMatrix * texColor + colorOffset; |
- texColor.rgb *= texColor.a; |
- texColor = clamp(texColor, 0.0, 1.0); |
- gl_FragColor = ApplyBlendMode(texColor * alpha); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ uniform mat4 colorMatrix; |
+ uniform vec4 colorOffset; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ float nonZeroAlpha = max(texColor.a, 0.00001); |
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
+ texColor = colorMatrix * texColor + colorOffset; |
+ texColor.rgb *= texColor.a; |
+ texColor = clamp(texColor, 0.0, 1.0); |
+ gl_FragColor = ApplyBlendMode(texColor * alpha); |
+ } |
+ }); |
} |
std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = texColor * v_alpha; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ uniform SamplerType s_texture; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexVaryingAlpha::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ gl_FragColor = texColor * v_alpha; |
+ } |
+ }); |
} |
std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- texColor.rgb *= texColor.a; |
- gl_FragColor = texColor * v_alpha; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ uniform SamplerType s_texture; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ texColor.rgb *= texColor.a; |
+ gl_FragColor = texColor * v_alpha; |
+ } |
+ }); |
} |
FragmentTexBackgroundBinding::FragmentTexBackgroundBinding() |
@@ -1158,114 +1215,144 @@ void FragmentTexBackgroundBinding::Init(GLES2Interface* context, |
std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- uniform vec4 background_color; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- texColor += background_color * (1.0 - texColor.a); |
- gl_FragColor = texColor * v_alpha; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ uniform vec4 background_color; |
+ uniform SamplerType s_texture; |
+ }); |
+} |
+ |
+std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ texColor += background_color * (1.0 - texColor.a); |
+ gl_FragColor = texColor * v_alpha; |
+ } |
+ }); |
} |
std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying float v_alpha; |
- uniform vec4 background_color; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- texColor.rgb *= texColor.a; |
- texColor += background_color * (1.0 - texColor.a); |
- gl_FragColor = texColor * v_alpha; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying float v_alpha; |
+ uniform vec4 background_color; |
+ uniform SamplerType s_texture; |
+ }); |
+} |
+ |
+std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ texColor.rgb *= texColor.a; |
+ texColor += background_color * (1.0 - texColor.a); |
+ gl_FragColor = texColor * v_alpha; |
+ } |
+ }); |
} |
std::string FragmentShaderRGBATexOpaque::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = vec4(texColor.rgb, 1.0); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexOpaque::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexOpaque::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ gl_FragColor = vec4(texColor.rgb, 1.0); |
+ } |
+ }); |
} |
std::string FragmentShaderRGBATex::GetShaderString(TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATex::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATex::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { gl_FragColor = TextureLookup(s_texture, v_texCoord); } |
+ }); |
} |
std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = |
- vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ gl_FragColor = |
+ vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
+ } |
+ }); |
} |
std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType s_texture; |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType s_texture; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
+ } |
+ }); |
} |
FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
@@ -1294,25 +1381,29 @@ void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context, |
std::string FragmentShaderRGBATexAlphaAA::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- 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 = ApplyBlendMode(texColor * alpha * aa); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ 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 = ApplyBlendMode(texColor * alpha * aa); |
+ } |
+ }); |
} |
FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
@@ -1343,58 +1434,66 @@ void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, |
std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- uniform TexCoordPrecision vec4 fragmentTexTransform; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- TexCoordPrecision vec2 texCoord = |
- clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
- fragmentTexTransform.xy; |
- vec4 texColor = TextureLookup(s_texture, texCoord); |
- 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; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexClampAlphaAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ uniform TexCoordPrecision vec4 fragmentTexTransform; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexClampAlphaAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ TexCoordPrecision vec2 texCoord = |
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
+ fragmentTexTransform.xy; |
+ vec4 texColor = TextureLookup(s_texture, texCoord); |
+ 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; |
+ } |
+ }); |
} |
std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- uniform TexCoordPrecision vec4 fragmentTexTransform; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- TexCoordPrecision vec2 texCoord = |
- clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
- fragmentTexTransform.xy; |
- vec4 texColor = TextureLookup(s_texture, texCoord); |
- 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 = |
- vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * aa; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ uniform TexCoordPrecision vec4 fragmentTexTransform; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ TexCoordPrecision vec2 texCoord = |
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
+ fragmentTexTransform.xy; |
+ vec4 texColor = TextureLookup(s_texture, texCoord); |
+ 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 = |
+ vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * aa; |
+ } |
+ }); |
} |
FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() |
@@ -1434,27 +1533,32 @@ void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context, |
std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform sampler2D s_texture; |
- uniform SamplerType s_mask; |
- uniform TexCoordPrecision vec2 maskTexCoordScale; |
- uniform TexCoordPrecision vec2 maskTexCoordOffset; |
- uniform float alpha; |
- void main() { |
- 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); |
- vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
- gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform sampler2D s_texture; |
+ uniform SamplerType s_mask; |
+ uniform TexCoordPrecision vec2 maskTexCoordScale; |
+ uniform TexCoordPrecision vec2 maskTexCoordOffset; |
+ uniform float alpha; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaMask::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ 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); |
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
+ gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); |
+ } |
+ }); |
} |
FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
@@ -1495,32 +1599,36 @@ void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, |
std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- uniform sampler2D s_texture; |
- uniform SamplerType s_mask; |
- uniform TexCoordPrecision vec2 maskTexCoordScale; |
- uniform TexCoordPrecision vec2 maskTexCoordOffset; |
- uniform float alpha; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- 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); |
- vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
- 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 = ApplyBlendMode(texColor * alpha * maskColor.w * aa); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ uniform sampler2D s_texture; |
+ uniform SamplerType s_mask; |
+ uniform TexCoordPrecision vec2 maskTexCoordScale; |
+ uniform TexCoordPrecision vec2 maskTexCoordOffset; |
+ uniform float alpha; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ 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); |
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
+ 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 = ApplyBlendMode(texColor * alpha * maskColor.w * aa); |
+ } |
+ }); |
} |
FragmentShaderRGBATexAlphaMaskColorMatrixAA:: |
@@ -1568,39 +1676,43 @@ void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( |
std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- uniform sampler2D s_texture; |
- uniform SamplerType s_mask; |
- uniform vec2 maskTexCoordScale; |
- uniform vec2 maskTexCoordOffset; |
- uniform mat4 colorMatrix; |
- uniform vec4 colorOffset; |
- uniform float alpha; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec4 texColor = texture2D(s_texture, v_texCoord); |
- float nonZeroAlpha = max(texColor.a, 0.00001); |
- texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
- texColor = colorMatrix * texColor + colorOffset; |
- texColor.rgb *= texColor.a; |
- texColor = clamp(texColor, 0.0, 1.0); |
- TexCoordPrecision vec2 maskTexCoord = |
- vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
- maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
- vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
- 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 = ApplyBlendMode(texColor * alpha * maskColor.w * aa); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ uniform sampler2D s_texture; |
+ uniform SamplerType s_mask; |
+ uniform vec2 maskTexCoordScale; |
+ uniform vec2 maskTexCoordOffset; |
+ uniform mat4 colorMatrix; |
+ uniform vec4 colorOffset; |
+ uniform float alpha; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
+ float nonZeroAlpha = max(texColor.a, 0.00001); |
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
+ texColor = colorMatrix * texColor + colorOffset; |
+ texColor.rgb *= texColor.a; |
+ texColor = clamp(texColor, 0.0, 1.0); |
+ TexCoordPrecision vec2 maskTexCoord = |
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
+ 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 = ApplyBlendMode(texColor * alpha * maskColor.w * aa); |
+ } |
+ }); |
} |
FragmentShaderRGBATexAlphaColorMatrixAA:: |
@@ -1635,32 +1747,36 @@ void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context, |
std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- uniform SamplerType s_texture; |
- uniform float alpha; |
- uniform mat4 colorMatrix; |
- uniform vec4 colorOffset; |
- varying TexCoordPrecision vec2 v_texCoord; |
- varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- vec4 texColor = TextureLookup(s_texture, v_texCoord); |
- float nonZeroAlpha = max(texColor.a, 0.00001); |
- texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
- texColor = colorMatrix * texColor + colorOffset; |
- texColor.rgb *= texColor.a; |
- texColor = clamp(texColor, 0.0, 1.0); |
- 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 = ApplyBlendMode(texColor * alpha * aa); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ uniform SamplerType s_texture; |
+ uniform float alpha; |
+ uniform mat4 colorMatrix; |
+ uniform vec4 colorOffset; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = TextureLookup(s_texture, v_texCoord); |
+ float nonZeroAlpha = max(texColor.a, 0.00001); |
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
+ texColor = colorMatrix * texColor + colorOffset; |
+ texColor.rgb *= texColor.a; |
+ texColor = clamp(texColor, 0.0, 1.0); |
+ 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 = ApplyBlendMode(texColor * alpha * aa); |
+ } |
+ }); |
} |
FragmentShaderRGBATexAlphaMaskColorMatrix:: |
@@ -1705,34 +1821,39 @@ void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context, |
std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform sampler2D s_texture; |
- uniform SamplerType s_mask; |
- uniform vec2 maskTexCoordScale; |
- uniform vec2 maskTexCoordOffset; |
- uniform mat4 colorMatrix; |
- uniform vec4 colorOffset; |
- uniform float alpha; |
- void main() { |
- vec4 texColor = texture2D(s_texture, v_texCoord); |
- float nonZeroAlpha = max(texColor.a, 0.00001); |
- texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
- texColor = colorMatrix * texColor + colorOffset; |
- texColor.rgb *= texColor.a; |
- texColor = clamp(texColor, 0.0, 1.0); |
- TexCoordPrecision vec2 maskTexCoord = |
- vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
- maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
- vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
- gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform sampler2D s_texture; |
+ uniform SamplerType s_mask; |
+ uniform vec2 maskTexCoordScale; |
+ uniform vec2 maskTexCoordOffset; |
+ uniform mat4 colorMatrix; |
+ uniform vec4 colorOffset; |
+ uniform float alpha; |
+ }); |
+} |
+ |
+std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
+ float nonZeroAlpha = max(texColor.a, 0.00001); |
+ texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
+ texColor = colorMatrix * texColor + colorOffset; |
+ texColor.rgb *= texColor.a; |
+ texColor = clamp(texColor, 0.0, 1.0); |
+ TexCoordPrecision vec2 maskTexCoord = |
+ vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
+ maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
+ vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
+ gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); |
+ } |
+ }); |
} |
FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
@@ -1774,31 +1895,36 @@ void FragmentShaderYUVVideo::Init(GLES2Interface* context, |
std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- precision mediump int; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType y_texture; |
- uniform SamplerType u_texture; |
- uniform SamplerType v_texture; |
- uniform float alpha; |
- uniform vec3 yuv_adj; |
- uniform mat3 yuv_matrix; |
- uniform vec4 clamp_rect; |
- void main() { |
- vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord)); |
- float y_raw = TextureLookup(y_texture, clamped).x; |
- float u_unsigned = TextureLookup(u_texture, clamped).x; |
- float v_unsigned = TextureLookup(v_texture, clamped).x; |
- vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
- vec3 rgb = yuv_matrix * yuv; |
- gl_FragColor = vec4(rgb, 1.0) * alpha; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderYUVVideo::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ precision mediump int; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType y_texture; |
+ uniform SamplerType u_texture; |
+ uniform SamplerType v_texture; |
+ uniform float alpha; |
+ uniform vec3 yuv_adj; |
+ uniform mat3 yuv_matrix; |
+ uniform vec4 clamp_rect; |
+ }); |
+} |
+ |
+std::string FragmentShaderYUVVideo::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord)); |
+ float y_raw = TextureLookup(y_texture, clamped).x; |
+ float u_unsigned = TextureLookup(u_texture, clamped).x; |
+ float v_unsigned = TextureLookup(v_texture, clamped).x; |
+ vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
+ vec3 rgb = yuv_matrix * yuv; |
+ gl_FragColor = vec4(rgb, 1.0) * alpha; |
+ } |
+ }); |
} |
FragmentShaderYUVAVideo::FragmentShaderYUVAVideo() |
@@ -1845,33 +1971,38 @@ void FragmentShaderYUVAVideo::Init(GLES2Interface* context, |
std::string FragmentShaderYUVAVideo::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- precision mediump int; |
- varying TexCoordPrecision vec2 v_texCoord; |
- uniform SamplerType y_texture; |
- uniform SamplerType u_texture; |
- uniform SamplerType v_texture; |
- uniform SamplerType a_texture; |
- uniform float alpha; |
- uniform vec3 yuv_adj; |
- uniform mat3 yuv_matrix; |
- uniform vec4 clamp_rect; |
- void main() { |
- vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord)); |
- float y_raw = TextureLookup(y_texture, clamped).x; |
- float u_unsigned = TextureLookup(u_texture, clamped).x; |
- float v_unsigned = TextureLookup(v_texture, clamped).x; |
- float a_raw = TextureLookup(a_texture, clamped).x; |
- vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
- vec3 rgb = yuv_matrix * yuv; |
- gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw); |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderYUVAVideo::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ precision mediump int; |
+ varying TexCoordPrecision vec2 v_texCoord; |
+ uniform SamplerType y_texture; |
+ uniform SamplerType u_texture; |
+ uniform SamplerType v_texture; |
+ uniform SamplerType a_texture; |
+ uniform float alpha; |
+ uniform vec3 yuv_adj; |
+ uniform mat3 yuv_matrix; |
+ uniform vec4 clamp_rect; |
+ }); |
+} |
+ |
+std::string FragmentShaderYUVAVideo::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ vec2 clamped = max(clamp_rect.xy, min(clamp_rect.zw, v_texCoord)); |
+ float y_raw = TextureLookup(y_texture, clamped).x; |
+ float u_unsigned = TextureLookup(u_texture, clamped).x; |
+ float v_unsigned = TextureLookup(v_texture, clamped).x; |
+ float a_raw = TextureLookup(a_texture, clamped).x; |
+ vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
+ vec3 rgb = yuv_matrix * yuv; |
+ gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw); |
+ } |
+ }); |
} |
FragmentShaderColor::FragmentShaderColor() : color_location_(-1) { |
@@ -1896,15 +2027,20 @@ void FragmentShaderColor::Init(GLES2Interface* context, |
std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- uniform vec4 color; |
- void main() { gl_FragColor = color; } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderColor::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ uniform vec4 color; |
+ }); |
+} |
+ |
+std::string FragmentShaderColor::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { gl_FragColor = color; } |
+ }); |
} |
FragmentShaderColorAA::FragmentShaderColorAA() : color_location_(-1) { |
@@ -1929,22 +2065,26 @@ void FragmentShaderColorAA::Init(GLES2Interface* context, |
std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision, |
SamplerType sampler) const { |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- uniform vec4 color; |
- varying vec4 edge_dist[2]; // 8 edge distances. |
- |
- void main() { |
- 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 = color * aa; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderColorAA::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ uniform vec4 color; |
+ varying vec4 edge_dist[2]; // 8 edge distances. |
+ }); |
+} |
+ |
+std::string FragmentShaderColorAA::GetShaderBody() { |
+ return SHADER0([]() { |
+ void main() { |
+ 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 = color * aa; |
+ } |
+ }); |
} |
FragmentShaderCheckerboard::FragmentShaderCheckerboard() |
@@ -1976,30 +2116,35 @@ void FragmentShaderCheckerboard::Init(GLES2Interface* context, |
std::string FragmentShaderCheckerboard::GetShaderString( |
TexCoordPrecision precision, |
SamplerType sampler) const { |
+ return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
+} |
+ |
+std::string FragmentShaderCheckerboard::GetShaderHead() { |
+ return SHADER0([]() { |
+ precision mediump float; |
+ precision mediump int; |
+ varying vec2 v_texCoord; |
+ uniform float alpha; |
+ uniform float frequency; |
+ uniform vec4 texTransform; |
+ uniform vec4 color; |
+ }); |
+} |
+ |
+std::string FragmentShaderCheckerboard::GetShaderBody() { |
// Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" |
// by Munshi, Ginsburg, Shreiner. |
- // clang-format off |
- return FRAGMENT_SHADER( |
- // clang-format on |
- precision mediump float; |
- precision mediump int; |
- varying vec2 v_texCoord; |
- uniform float alpha; |
- uniform float frequency; |
- uniform vec4 texTransform; |
- uniform vec4 color; |
- void main() { |
- vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
- vec4 color2 = color; |
- vec2 texCoord = |
- clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; |
- vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
- float picker = abs(coord.x - coord.y); // NOLINT |
- gl_FragColor = mix(color1, color2, picker) * alpha; |
- } |
- // clang-format off |
- ); // NOLINT(whitespace/parens) |
- // clang-format on |
+ return SHADER0([]() { |
+ void main() { |
+ vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
+ vec4 color2 = color; |
+ vec2 texCoord = |
+ clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; |
+ vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
+ float picker = abs(coord.x - coord.y); // NOLINT |
+ gl_FragColor = mix(color1, color2, picker) * alpha; |
+ } |
+ }); |
} |
} // namespace cc |