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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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340 void main() { | 340 void main() { |
341 int quad_index = int(a_index * 0.25); // NOLINT | 341 int quad_index = int(a_index * 0.25); // NOLINT |
342 gl_Position = matrix[quad_index] * a_position; | 342 gl_Position = matrix[quad_index] * a_position; |
343 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; | 343 TexCoordPrecision vec4 texTrans = texTransform[quad_index]; |
344 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; | 344 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
345 v_alpha = opacity[int(a_index)]; // NOLINT | 345 v_alpha = opacity[int(a_index)]; // NOLINT |
346 } | 346 } |
347 }); | 347 }); |
348 } | 348 } |
349 | 349 |
| 350 void VertexShaderPosTexTransform::FillLocations( |
| 351 ShaderLocations* locations) const { |
| 352 locations->matrix = matrix_location(); |
| 353 locations->tex_transform = tex_transform_location(); |
| 354 } |
| 355 |
350 std::string VertexShaderPosTexIdentity::GetShaderString() const { | 356 std::string VertexShaderPosTexIdentity::GetShaderString() const { |
351 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); | 357 return VERTEX_SHADER(GetShaderHead(), GetShaderBody()); |
352 } | 358 } |
353 | 359 |
354 std::string VertexShaderPosTexIdentity::GetShaderHead() { | 360 std::string VertexShaderPosTexIdentity::GetShaderHead() { |
355 return SHADER0([]() { | 361 return SHADER0([]() { |
356 attribute vec4 a_position; | 362 attribute vec4 a_position; |
357 varying TexCoordPrecision vec2 v_texCoord; | 363 varying TexCoordPrecision vec2 v_texCoord; |
358 }); | 364 }); |
359 } | 365 } |
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553 dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * | 559 dot(edge[2], screen_pos), dot(edge[3], screen_pos)) * |
554 gl_Position.w; | 560 gl_Position.w; |
555 edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), | 561 edge_dist[1] = vec4(dot(edge[4], screen_pos), dot(edge[5], screen_pos), |
556 dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * | 562 dot(edge[6], screen_pos), dot(edge[7], screen_pos)) * |
557 gl_Position.w; | 563 gl_Position.w; |
558 v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; | 564 v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; |
559 } | 565 } |
560 }); | 566 }); |
561 } | 567 } |
562 | 568 |
| 569 void VertexShaderQuadTexTransformAA::FillLocations( |
| 570 ShaderLocations* locations) const { |
| 571 locations->quad = quad_location(); |
| 572 locations->edge = edge_location(); |
| 573 locations->viewport = viewport_location(); |
| 574 locations->matrix = matrix_location(); |
| 575 locations->tex_transform = tex_transform_location(); |
| 576 } |
| 577 |
| 578 |
563 VertexShaderTile::VertexShaderTile() | 579 VertexShaderTile::VertexShaderTile() |
564 : matrix_location_(-1), | 580 : matrix_location_(-1), |
565 quad_location_(-1), | 581 quad_location_(-1), |
566 vertex_tex_transform_location_(-1) { | 582 vertex_tex_transform_location_(-1) { |
567 } | 583 } |
568 | 584 |
569 void VertexShaderTile::Init(GLES2Interface* context, | 585 void VertexShaderTile::Init(GLES2Interface* context, |
570 unsigned program, | 586 unsigned program, |
571 int* base_uniform_index) { | 587 int* base_uniform_index) { |
572 static const char* uniforms[] = { | 588 static const char* uniforms[] = { |
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715 std::string VertexShaderVideoTransform::GetShaderBody() { | 731 std::string VertexShaderVideoTransform::GetShaderBody() { |
716 return SHADER0([]() { | 732 return SHADER0([]() { |
717 void main() { | 733 void main() { |
718 gl_Position = matrix * a_position; | 734 gl_Position = matrix * a_position; |
719 v_texCoord = | 735 v_texCoord = |
720 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); | 736 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
721 } | 737 } |
722 }); | 738 }); |
723 } | 739 } |
724 | 740 |
725 #define BLEND_MODE_UNIFORMS "s_backdropTexture", "backdropRect" | 741 #define BLEND_MODE_UNIFORMS "s_backdropTexture", \ |
726 #define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 2 : 0) | 742 "s_originalBackdropTexture", \ |
| 743 "backdropRect" |
| 744 #define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0) |
727 #define BLEND_MODE_SET_LOCATIONS(X, POS) \ | 745 #define BLEND_MODE_SET_LOCATIONS(X, POS) \ |
728 if (has_blend_mode()) { \ | 746 if (has_blend_mode()) { \ |
729 DCHECK_LT(static_cast<size_t>(POS) + 1, arraysize(X)); \ | 747 DCHECK_LT(static_cast<size_t>(POS) + 2, arraysize(X)); \ |
730 backdrop_location_ = locations[POS]; \ | 748 backdrop_location_ = locations[POS]; \ |
731 backdrop_rect_location_ = locations[POS + 1]; \ | 749 original_backdrop_location_ = locations[POS + 1]; \ |
| 750 backdrop_rect_location_ = locations[POS + 2]; \ |
732 } | 751 } |
733 | 752 |
734 FragmentTexBlendMode::FragmentTexBlendMode() | 753 FragmentTexBlendMode::FragmentTexBlendMode() |
735 : backdrop_location_(-1), | 754 : backdrop_location_(-1), |
| 755 original_backdrop_location_(-1), |
736 backdrop_rect_location_(-1), | 756 backdrop_rect_location_(-1), |
737 blend_mode_(BLEND_MODE_NONE) { | 757 blend_mode_(BLEND_MODE_NONE), |
| 758 mask_for_background_(false) { |
738 } | 759 } |
739 | 760 |
740 std::string FragmentTexBlendMode::SetBlendModeFunctions( | 761 std::string FragmentTexBlendMode::SetBlendModeFunctions( |
741 std::string shader_string) const { | 762 std::string shader_string) const { |
742 if (shader_string.find("ApplyBlendMode") == std::string::npos) | 763 if (shader_string.find("ApplyBlendMode") == std::string::npos) |
743 return shader_string; | 764 return shader_string; |
744 | 765 |
745 if (!has_blend_mode()) { | 766 if (!has_blend_mode()) { |
746 return "#define ApplyBlendMode(X) (X)\n" + shader_string; | 767 return "#define ApplyBlendMode(X) (X)\n" |
| 768 "#define ApplyBlendModeWithMask(X, Y) (X)\n" + |
| 769 shader_string; |
747 } | 770 } |
748 | 771 |
749 static const std::string kFunctionApplyBlendMode = SHADER0([]() { | 772 static const std::string kFunctionApplyBlendMode = SHADER0([]() { |
750 uniform sampler2D s_backdropTexture; | 773 uniform sampler2D s_backdropTexture; |
| 774 uniform sampler2D s_originalBackdropTexture; |
751 uniform TexCoordPrecision vec4 backdropRect; | 775 uniform TexCoordPrecision vec4 backdropRect; |
752 | 776 |
753 vec4 GetBackdropColor() { | 777 vec4 GetBackdropColor() { |
754 TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy; | 778 TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy; |
755 bgTexCoord.x /= backdropRect.z; | 779 bgTexCoord.x /= backdropRect.z; |
756 bgTexCoord.y /= backdropRect.w; | 780 bgTexCoord.y /= backdropRect.w; |
757 return texture2D(s_backdropTexture, bgTexCoord); | 781 return texture2D(s_backdropTexture, bgTexCoord); |
758 } | 782 } |
759 | 783 |
760 vec4 ApplyBlendMode(vec4 src) { | 784 vec4 ApplyBlendMode(vec4 src) { |
761 vec4 dst = GetBackdropColor(); | 785 vec4 dst = GetBackdropColor(); |
762 return Blend(src, dst); | 786 return Blend(src, dst); |
763 } | 787 } |
| 788 |
| 789 vec4 GetBackdropColorWithMask(float mask) { |
| 790 TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy; |
| 791 bgTexCoord.x /= backdropRect.z; |
| 792 bgTexCoord.y /= backdropRect.w; |
| 793 vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord); |
| 794 vec4 original_backdrop = texture2D(s_originalBackdropTexture, bgTexCoord); |
| 795 return mix(original_backdrop, backdrop, mask); |
| 796 } |
| 797 |
| 798 vec4 ApplyBlendModeWithMask(vec4 src, float mask) { |
| 799 vec4 dst = GetBackdropColorWithMask(mask); |
| 800 return Blend(src, dst); |
| 801 } |
764 }); | 802 }); |
765 | 803 |
766 return "precision mediump float;" + GetHelperFunctions() + | 804 return "precision mediump float;" + GetHelperFunctions() + |
767 GetBlendFunction() + kFunctionApplyBlendMode + shader_string; | 805 GetBlendFunction() + kFunctionApplyBlendMode + shader_string; |
768 } | 806 } |
769 | 807 |
770 std::string FragmentTexBlendMode::GetHelperFunctions() const { | 808 std::string FragmentTexBlendMode::GetHelperFunctions() const { |
771 static const std::string kFunctionHardLight = SHADER0([]() { | 809 static const std::string kFunctionHardLight = SHADER0([]() { |
772 vec3 hardLight(vec4 src, vec4 dst) { | 810 vec3 hardLight(vec4 src, vec4 dst) { |
773 vec3 result; | 811 vec3 result; |
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1098 | 1136 |
1099 std::string FragmentShaderRGBATexAlpha::GetShaderBody() { | 1137 std::string FragmentShaderRGBATexAlpha::GetShaderBody() { |
1100 return SHADER0([]() { | 1138 return SHADER0([]() { |
1101 void main() { | 1139 void main() { |
1102 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1140 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
1103 gl_FragColor = ApplyBlendMode(texColor * alpha); | 1141 gl_FragColor = ApplyBlendMode(texColor * alpha); |
1104 } | 1142 } |
1105 }); | 1143 }); |
1106 } | 1144 } |
1107 | 1145 |
| 1146 void FragmentShaderRGBATexAlpha::FillLocations( |
| 1147 ShaderLocations* locations) const { |
| 1148 locations->alpha = alpha_location(); |
| 1149 locations->backdrop = backdrop_location(); |
| 1150 locations->backdrop_rect = backdrop_rect_location(); |
| 1151 } |
| 1152 |
1108 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( | 1153 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( |
1109 TexCoordPrecision precision, | 1154 TexCoordPrecision precision, |
1110 SamplerType sampler) const { | 1155 SamplerType sampler) const { |
1111 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1156 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
1112 } | 1157 } |
1113 | 1158 |
1114 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() { | 1159 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() { |
1115 return SHADER0([]() { | 1160 return SHADER0([]() { |
1116 precision mediump float; | 1161 precision mediump float; |
1117 varying TexCoordPrecision vec2 v_texCoord; | 1162 varying TexCoordPrecision vec2 v_texCoord; |
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1129 float nonZeroAlpha = max(texColor.a, 0.00001); | 1174 float nonZeroAlpha = max(texColor.a, 0.00001); |
1130 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1175 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
1131 texColor = colorMatrix * texColor + colorOffset; | 1176 texColor = colorMatrix * texColor + colorOffset; |
1132 texColor.rgb *= texColor.a; | 1177 texColor.rgb *= texColor.a; |
1133 texColor = clamp(texColor, 0.0, 1.0); | 1178 texColor = clamp(texColor, 0.0, 1.0); |
1134 gl_FragColor = ApplyBlendMode(texColor * alpha); | 1179 gl_FragColor = ApplyBlendMode(texColor * alpha); |
1135 } | 1180 } |
1136 }); | 1181 }); |
1137 } | 1182 } |
1138 | 1183 |
| 1184 void FragmentShaderRGBATexColorMatrixAlpha::FillLocations( |
| 1185 ShaderLocations* locations) const { |
| 1186 locations->alpha = alpha_location(); |
| 1187 locations->color_matrix = color_matrix_location(); |
| 1188 locations->color_offset = color_offset_location(); |
| 1189 locations->backdrop = backdrop_location(); |
| 1190 locations->backdrop_rect = backdrop_rect_location(); |
| 1191 } |
| 1192 |
1139 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( | 1193 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( |
1140 TexCoordPrecision precision, | 1194 TexCoordPrecision precision, |
1141 SamplerType sampler) const { | 1195 SamplerType sampler) const { |
1142 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1196 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); |
1143 } | 1197 } |
1144 | 1198 |
1145 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() { | 1199 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() { |
1146 return SHADER0([]() { | 1200 return SHADER0([]() { |
1147 precision mediump float; | 1201 precision mediump float; |
1148 varying TexCoordPrecision vec2 v_texCoord; | 1202 varying TexCoordPrecision vec2 v_texCoord; |
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1398 void main() { | 1452 void main() { |
1399 vec4 texColor = TextureLookup(s_texture, v_texCoord); | 1453 vec4 texColor = TextureLookup(s_texture, v_texCoord); |
1400 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1454 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1401 vec2 d2 = min(d4.xz, d4.yw); | 1455 vec2 d2 = min(d4.xz, d4.yw); |
1402 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1456 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
1403 gl_FragColor = ApplyBlendMode(texColor * alpha * aa); | 1457 gl_FragColor = ApplyBlendMode(texColor * alpha * aa); |
1404 } | 1458 } |
1405 }); | 1459 }); |
1406 } | 1460 } |
1407 | 1461 |
| 1462 void FragmentShaderRGBATexAlphaAA::FillLocations( |
| 1463 ShaderLocations* locations) const { |
| 1464 locations->alpha = alpha_location(); |
| 1465 locations->backdrop = backdrop_location(); |
| 1466 locations->backdrop_rect = backdrop_rect_location(); |
| 1467 } |
| 1468 |
1408 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() | 1469 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
1409 : sampler_location_(-1), | 1470 : sampler_location_(-1), |
1410 alpha_location_(-1), | 1471 alpha_location_(-1), |
1411 fragment_tex_transform_location_(-1) { | 1472 fragment_tex_transform_location_(-1) { |
1412 } | 1473 } |
1413 | 1474 |
1414 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, | 1475 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, |
1415 unsigned program, | 1476 unsigned program, |
1416 int* base_uniform_index) { | 1477 int* base_uniform_index) { |
1417 static const char* uniforms[] = { | 1478 static const char* uniforms[] = { |
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1525 mask_sampler_location_ = locations[1]; | 1586 mask_sampler_location_ = locations[1]; |
1526 alpha_location_ = locations[2]; | 1587 alpha_location_ = locations[2]; |
1527 mask_tex_coord_scale_location_ = locations[3]; | 1588 mask_tex_coord_scale_location_ = locations[3]; |
1528 mask_tex_coord_offset_location_ = locations[4]; | 1589 mask_tex_coord_offset_location_ = locations[4]; |
1529 BLEND_MODE_SET_LOCATIONS(locations, 5); | 1590 BLEND_MODE_SET_LOCATIONS(locations, 5); |
1530 } | 1591 } |
1531 | 1592 |
1532 std::string FragmentShaderRGBATexAlphaMask::GetShaderString( | 1593 std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
1533 TexCoordPrecision precision, | 1594 TexCoordPrecision precision, |
1534 SamplerType sampler) const { | 1595 SamplerType sampler) const { |
1535 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1596 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background())); |
1536 } | 1597 } |
1537 | 1598 |
1538 std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() { | 1599 std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() { |
1539 return SHADER0([]() { | 1600 return SHADER0([]() { |
1540 precision mediump float; | 1601 precision mediump float; |
1541 varying TexCoordPrecision vec2 v_texCoord; | 1602 varying TexCoordPrecision vec2 v_texCoord; |
1542 uniform sampler2D s_texture; | 1603 uniform sampler2D s_texture; |
1543 uniform SamplerType s_mask; | 1604 uniform SamplerType s_mask; |
1544 uniform TexCoordPrecision vec2 maskTexCoordScale; | 1605 uniform TexCoordPrecision vec2 maskTexCoordScale; |
1545 uniform TexCoordPrecision vec2 maskTexCoordOffset; | 1606 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
1546 uniform float alpha; | 1607 uniform float alpha; |
1547 }); | 1608 }); |
1548 } | 1609 } |
1549 | 1610 |
1550 std::string FragmentShaderRGBATexAlphaMask::GetShaderBody() { | 1611 std::string FragmentShaderRGBATexAlphaMask::GetShaderBody( |
| 1612 bool mask_for_background) { |
1551 return SHADER0([]() { | 1613 return SHADER0([]() { |
1552 void main() { | 1614 void main() { |
1553 vec4 texColor = texture2D(s_texture, v_texCoord); | 1615 vec4 texColor = texture2D(s_texture, v_texCoord); |
1554 TexCoordPrecision vec2 maskTexCoord = | 1616 TexCoordPrecision vec2 maskTexCoord = |
1555 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1617 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1556 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1618 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1557 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1619 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); }) + |
1558 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); | 1620 (mask_for_background |
1559 } | 1621 ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask( |
1560 }); | 1622 texColor * alpha * maskColor.w, maskColor.w); }) |
| 1623 : SHADER0([]() { gl_FragColor = ApplyBlendMode( |
| 1624 texColor * alpha * maskColor.w); })) + |
| 1625 SHADER0([]() {}}); |
| 1626 } |
| 1627 |
| 1628 void FragmentShaderRGBATexAlphaMask::FillLocations( |
| 1629 ShaderLocations* locations) const { |
| 1630 locations->mask_sampler = mask_sampler_location(); |
| 1631 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
| 1632 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
| 1633 locations->alpha = alpha_location(); |
| 1634 locations->backdrop = backdrop_location(); |
| 1635 locations->backdrop_rect = backdrop_rect_location(); |
| 1636 if (mask_for_background()) |
| 1637 locations->original_backdrop = original_backdrop_location(); |
1561 } | 1638 } |
1562 | 1639 |
1563 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() | 1640 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
1564 : sampler_location_(-1), | 1641 : sampler_location_(-1), |
1565 mask_sampler_location_(-1), | 1642 mask_sampler_location_(-1), |
1566 alpha_location_(-1), | 1643 alpha_location_(-1), |
1567 mask_tex_coord_scale_location_(-1), | 1644 mask_tex_coord_scale_location_(-1), |
1568 mask_tex_coord_offset_location_(-1) { | 1645 mask_tex_coord_offset_location_(-1) { |
1569 } | 1646 } |
1570 | 1647 |
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1591 mask_sampler_location_ = locations[1]; | 1668 mask_sampler_location_ = locations[1]; |
1592 alpha_location_ = locations[2]; | 1669 alpha_location_ = locations[2]; |
1593 mask_tex_coord_scale_location_ = locations[3]; | 1670 mask_tex_coord_scale_location_ = locations[3]; |
1594 mask_tex_coord_offset_location_ = locations[4]; | 1671 mask_tex_coord_offset_location_ = locations[4]; |
1595 BLEND_MODE_SET_LOCATIONS(locations, 5); | 1672 BLEND_MODE_SET_LOCATIONS(locations, 5); |
1596 } | 1673 } |
1597 | 1674 |
1598 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( | 1675 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
1599 TexCoordPrecision precision, | 1676 TexCoordPrecision precision, |
1600 SamplerType sampler) const { | 1677 SamplerType sampler) const { |
1601 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1678 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background())); |
1602 } | 1679 } |
1603 | 1680 |
1604 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() { | 1681 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() { |
1605 return SHADER0([]() { | 1682 return SHADER0([]() { |
1606 precision mediump float; | 1683 precision mediump float; |
1607 uniform sampler2D s_texture; | 1684 uniform sampler2D s_texture; |
1608 uniform SamplerType s_mask; | 1685 uniform SamplerType s_mask; |
1609 uniform TexCoordPrecision vec2 maskTexCoordScale; | 1686 uniform TexCoordPrecision vec2 maskTexCoordScale; |
1610 uniform TexCoordPrecision vec2 maskTexCoordOffset; | 1687 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
1611 uniform float alpha; | 1688 uniform float alpha; |
1612 varying TexCoordPrecision vec2 v_texCoord; | 1689 varying TexCoordPrecision vec2 v_texCoord; |
1613 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1690 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
1614 }); | 1691 }); |
1615 } | 1692 } |
1616 | 1693 |
1617 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() { | 1694 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody( |
| 1695 bool mask_for_background) { |
1618 return SHADER0([]() { | 1696 return SHADER0([]() { |
1619 void main() { | 1697 void main() { |
1620 vec4 texColor = texture2D(s_texture, v_texCoord); | 1698 vec4 texColor = texture2D(s_texture, v_texCoord); |
1621 TexCoordPrecision vec2 maskTexCoord = | 1699 TexCoordPrecision vec2 maskTexCoord = |
1622 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1700 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1623 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1701 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1624 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1702 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
1625 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1703 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1626 vec2 d2 = min(d4.xz, d4.yw); | 1704 vec2 d2 = min(d4.xz, d4.yw); |
1627 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1705 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); }) + |
1628 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa); | 1706 (mask_for_background |
1629 } | 1707 ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask( |
1630 }); | 1708 texColor * alpha * maskColor.w * aa, maskColor.w); }) |
| 1709 : SHADER0([]() { gl_FragColor = ApplyBlendMode( |
| 1710 texColor * alpha * maskColor.w * aa); })) + |
| 1711 SHADER0([]() {}}); |
| 1712 } |
| 1713 |
| 1714 void FragmentShaderRGBATexAlphaMaskAA::FillLocations( |
| 1715 ShaderLocations* locations) const { |
| 1716 locations->mask_sampler = mask_sampler_location(); |
| 1717 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
| 1718 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
| 1719 locations->alpha = alpha_location(); |
| 1720 locations->backdrop = backdrop_location(); |
| 1721 locations->backdrop_rect = backdrop_rect_location(); |
| 1722 if (mask_for_background()) |
| 1723 locations->original_backdrop = original_backdrop_location(); |
1631 } | 1724 } |
1632 | 1725 |
1633 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: | 1726 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: |
1634 FragmentShaderRGBATexAlphaMaskColorMatrixAA() | 1727 FragmentShaderRGBATexAlphaMaskColorMatrixAA() |
1635 : sampler_location_(-1), | 1728 : sampler_location_(-1), |
1636 mask_sampler_location_(-1), | 1729 mask_sampler_location_(-1), |
1637 alpha_location_(-1), | 1730 alpha_location_(-1), |
1638 mask_tex_coord_scale_location_(-1), | 1731 mask_tex_coord_scale_location_(-1), |
1639 color_matrix_location_(-1), | 1732 color_matrix_location_(-1), |
1640 color_offset_location_(-1) { | 1733 color_offset_location_(-1) { |
(...skipping 27 matching lines...) Expand all Loading... |
1668 mask_tex_coord_scale_location_ = locations[3]; | 1761 mask_tex_coord_scale_location_ = locations[3]; |
1669 mask_tex_coord_offset_location_ = locations[4]; | 1762 mask_tex_coord_offset_location_ = locations[4]; |
1670 color_matrix_location_ = locations[5]; | 1763 color_matrix_location_ = locations[5]; |
1671 color_offset_location_ = locations[6]; | 1764 color_offset_location_ = locations[6]; |
1672 BLEND_MODE_SET_LOCATIONS(locations, 7); | 1765 BLEND_MODE_SET_LOCATIONS(locations, 7); |
1673 } | 1766 } |
1674 | 1767 |
1675 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( | 1768 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
1676 TexCoordPrecision precision, | 1769 TexCoordPrecision precision, |
1677 SamplerType sampler) const { | 1770 SamplerType sampler) const { |
1678 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1771 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background())); |
1679 } | 1772 } |
1680 | 1773 |
1681 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() { | 1774 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() { |
1682 return SHADER0([]() { | 1775 return SHADER0([]() { |
1683 precision mediump float; | 1776 precision mediump float; |
1684 uniform sampler2D s_texture; | 1777 uniform sampler2D s_texture; |
1685 uniform SamplerType s_mask; | 1778 uniform SamplerType s_mask; |
1686 uniform vec2 maskTexCoordScale; | 1779 uniform vec2 maskTexCoordScale; |
1687 uniform vec2 maskTexCoordOffset; | 1780 uniform vec2 maskTexCoordOffset; |
1688 uniform mat4 colorMatrix; | 1781 uniform mat4 colorMatrix; |
1689 uniform vec4 colorOffset; | 1782 uniform vec4 colorOffset; |
1690 uniform float alpha; | 1783 uniform float alpha; |
1691 varying TexCoordPrecision vec2 v_texCoord; | 1784 varying TexCoordPrecision vec2 v_texCoord; |
1692 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1785 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
1693 }); | 1786 }); |
1694 } | 1787 } |
1695 | 1788 |
1696 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() { | 1789 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody( |
| 1790 bool mask_for_background) { |
1697 return SHADER0([]() { | 1791 return SHADER0([]() { |
1698 void main() { | 1792 void main() { |
1699 vec4 texColor = texture2D(s_texture, v_texCoord); | 1793 vec4 texColor = texture2D(s_texture, v_texCoord); |
1700 float nonZeroAlpha = max(texColor.a, 0.00001); | 1794 float nonZeroAlpha = max(texColor.a, 0.00001); |
1701 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1795 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
1702 texColor = colorMatrix * texColor + colorOffset; | 1796 texColor = colorMatrix * texColor + colorOffset; |
1703 texColor.rgb *= texColor.a; | 1797 texColor.rgb *= texColor.a; |
1704 texColor = clamp(texColor, 0.0, 1.0); | 1798 texColor = clamp(texColor, 0.0, 1.0); |
1705 TexCoordPrecision vec2 maskTexCoord = | 1799 TexCoordPrecision vec2 maskTexCoord = |
1706 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1800 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1707 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1801 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1708 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1802 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
1709 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1803 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1710 vec2 d2 = min(d4.xz, d4.yw); | 1804 vec2 d2 = min(d4.xz, d4.yw); |
1711 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1805 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); }) + |
1712 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa); | 1806 (mask_for_background |
1713 } | 1807 ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask( |
1714 }); | 1808 texColor * alpha * maskColor.w * aa, maskColor.w); }) |
| 1809 : SHADER0([]() { gl_FragColor = ApplyBlendMode( |
| 1810 texColor * alpha * maskColor.w * aa); })) + |
| 1811 SHADER0([]() {}}); |
| 1812 } |
| 1813 |
| 1814 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations( |
| 1815 ShaderLocations* locations) const { |
| 1816 locations->alpha = alpha_location(); |
| 1817 locations->mask_sampler = mask_sampler_location(); |
| 1818 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
| 1819 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
| 1820 locations->color_matrix = color_matrix_location(); |
| 1821 locations->color_offset = color_offset_location(); |
| 1822 locations->backdrop = backdrop_location(); |
| 1823 locations->backdrop_rect = backdrop_rect_location(); |
| 1824 if (mask_for_background()) |
| 1825 locations->original_backdrop = original_backdrop_location(); |
1715 } | 1826 } |
1716 | 1827 |
1717 FragmentShaderRGBATexAlphaColorMatrixAA:: | 1828 FragmentShaderRGBATexAlphaColorMatrixAA:: |
1718 FragmentShaderRGBATexAlphaColorMatrixAA() | 1829 FragmentShaderRGBATexAlphaColorMatrixAA() |
1719 : sampler_location_(-1), | 1830 : sampler_location_(-1), |
1720 alpha_location_(-1), | 1831 alpha_location_(-1), |
1721 color_matrix_location_(-1), | 1832 color_matrix_location_(-1), |
1722 color_offset_location_(-1) { | 1833 color_offset_location_(-1) { |
1723 } | 1834 } |
1724 | 1835 |
(...skipping 46 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
1771 texColor.rgb *= texColor.a; | 1882 texColor.rgb *= texColor.a; |
1772 texColor = clamp(texColor, 0.0, 1.0); | 1883 texColor = clamp(texColor, 0.0, 1.0); |
1773 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1884 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1774 vec2 d2 = min(d4.xz, d4.yw); | 1885 vec2 d2 = min(d4.xz, d4.yw); |
1775 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1886 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
1776 gl_FragColor = ApplyBlendMode(texColor * alpha * aa); | 1887 gl_FragColor = ApplyBlendMode(texColor * alpha * aa); |
1777 } | 1888 } |
1778 }); | 1889 }); |
1779 } | 1890 } |
1780 | 1891 |
| 1892 void FragmentShaderRGBATexAlphaColorMatrixAA::FillLocations( |
| 1893 ShaderLocations* locations) const { |
| 1894 locations->alpha = alpha_location(); |
| 1895 locations->color_matrix = color_matrix_location(); |
| 1896 locations->color_offset = color_offset_location(); |
| 1897 locations->backdrop = backdrop_location(); |
| 1898 locations->backdrop_rect = backdrop_rect_location(); |
| 1899 } |
| 1900 |
1781 FragmentShaderRGBATexAlphaMaskColorMatrix:: | 1901 FragmentShaderRGBATexAlphaMaskColorMatrix:: |
1782 FragmentShaderRGBATexAlphaMaskColorMatrix() | 1902 FragmentShaderRGBATexAlphaMaskColorMatrix() |
1783 : sampler_location_(-1), | 1903 : sampler_location_(-1), |
1784 mask_sampler_location_(-1), | 1904 mask_sampler_location_(-1), |
1785 alpha_location_(-1), | 1905 alpha_location_(-1), |
1786 mask_tex_coord_scale_location_(-1) { | 1906 mask_tex_coord_scale_location_(-1) { |
1787 } | 1907 } |
1788 | 1908 |
1789 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context, | 1909 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context, |
1790 unsigned program, | 1910 unsigned program, |
(...skipping 22 matching lines...) Expand all Loading... |
1813 mask_tex_coord_scale_location_ = locations[3]; | 1933 mask_tex_coord_scale_location_ = locations[3]; |
1814 mask_tex_coord_offset_location_ = locations[4]; | 1934 mask_tex_coord_offset_location_ = locations[4]; |
1815 color_matrix_location_ = locations[5]; | 1935 color_matrix_location_ = locations[5]; |
1816 color_offset_location_ = locations[6]; | 1936 color_offset_location_ = locations[6]; |
1817 BLEND_MODE_SET_LOCATIONS(locations, 7); | 1937 BLEND_MODE_SET_LOCATIONS(locations, 7); |
1818 } | 1938 } |
1819 | 1939 |
1820 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( | 1940 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
1821 TexCoordPrecision precision, | 1941 TexCoordPrecision precision, |
1822 SamplerType sampler) const { | 1942 SamplerType sampler) const { |
1823 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1943 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background())); |
1824 } | 1944 } |
1825 | 1945 |
1826 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() { | 1946 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() { |
1827 return SHADER0([]() { | 1947 return SHADER0([]() { |
1828 precision mediump float; | 1948 precision mediump float; |
1829 varying TexCoordPrecision vec2 v_texCoord; | 1949 varying TexCoordPrecision vec2 v_texCoord; |
1830 uniform sampler2D s_texture; | 1950 uniform sampler2D s_texture; |
1831 uniform SamplerType s_mask; | 1951 uniform SamplerType s_mask; |
1832 uniform vec2 maskTexCoordScale; | 1952 uniform vec2 maskTexCoordScale; |
1833 uniform vec2 maskTexCoordOffset; | 1953 uniform vec2 maskTexCoordOffset; |
1834 uniform mat4 colorMatrix; | 1954 uniform mat4 colorMatrix; |
1835 uniform vec4 colorOffset; | 1955 uniform vec4 colorOffset; |
1836 uniform float alpha; | 1956 uniform float alpha; |
1837 }); | 1957 }); |
1838 } | 1958 } |
1839 | 1959 |
1840 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() { | 1960 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody( |
| 1961 bool mask_for_background) { |
1841 return SHADER0([]() { | 1962 return SHADER0([]() { |
1842 void main() { | 1963 void main() { |
1843 vec4 texColor = texture2D(s_texture, v_texCoord); | 1964 vec4 texColor = texture2D(s_texture, v_texCoord); |
1844 float nonZeroAlpha = max(texColor.a, 0.00001); | 1965 float nonZeroAlpha = max(texColor.a, 0.00001); |
1845 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1966 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
1846 texColor = colorMatrix * texColor + colorOffset; | 1967 texColor = colorMatrix * texColor + colorOffset; |
1847 texColor.rgb *= texColor.a; | 1968 texColor.rgb *= texColor.a; |
1848 texColor = clamp(texColor, 0.0, 1.0); | 1969 texColor = clamp(texColor, 0.0, 1.0); |
1849 TexCoordPrecision vec2 maskTexCoord = | 1970 TexCoordPrecision vec2 maskTexCoord = |
1850 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1971 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1851 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1972 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1852 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1973 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); }) + |
1853 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); | 1974 (mask_for_background |
1854 } | 1975 ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask( |
1855 }); | 1976 texColor * alpha * maskColor.w, maskColor.w); }) |
| 1977 : SHADER0([]() { gl_FragColor = ApplyBlendMode( |
| 1978 texColor * alpha * maskColor.w); })) + |
| 1979 SHADER0([]() {}}); |
| 1980 } |
| 1981 |
| 1982 void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations( |
| 1983 ShaderLocations* locations) const { |
| 1984 locations->mask_sampler = mask_sampler_location(); |
| 1985 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
| 1986 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
| 1987 locations->alpha = alpha_location(); |
| 1988 locations->color_matrix = color_matrix_location(); |
| 1989 locations->color_offset = color_offset_location(); |
| 1990 locations->backdrop = backdrop_location(); |
| 1991 locations->backdrop_rect = backdrop_rect_location(); |
| 1992 if (mask_for_background()) |
| 1993 locations->original_backdrop = original_backdrop_location(); |
1856 } | 1994 } |
1857 | 1995 |
1858 FragmentShaderYUVVideo::FragmentShaderYUVVideo() | 1996 FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
1859 : y_texture_location_(-1), | 1997 : y_texture_location_(-1), |
1860 u_texture_location_(-1), | 1998 u_texture_location_(-1), |
1861 v_texture_location_(-1), | 1999 v_texture_location_(-1), |
1862 alpha_location_(-1), | 2000 alpha_location_(-1), |
1863 yuv_matrix_location_(-1), | 2001 yuv_matrix_location_(-1), |
1864 yuv_adj_location_(-1), | 2002 yuv_adj_location_(-1), |
1865 clamp_rect_location_(-1) { | 2003 clamp_rect_location_(-1) { |
(...skipping 274 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
2140 vec2 texCoord = | 2278 vec2 texCoord = |
2141 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; | 2279 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; |
2142 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | 2280 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
2143 float picker = abs(coord.x - coord.y); // NOLINT | 2281 float picker = abs(coord.x - coord.y); // NOLINT |
2144 gl_FragColor = mix(color1, color2, picker) * alpha; | 2282 gl_FragColor = mix(color1, color2, picker) * alpha; |
2145 } | 2283 } |
2146 }); | 2284 }); |
2147 } | 2285 } |
2148 | 2286 |
2149 } // namespace cc | 2287 } // namespace cc |
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