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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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734 std::string VertexShaderVideoTransform::GetShaderBody() { | 734 std::string VertexShaderVideoTransform::GetShaderBody() { |
735 return SHADER0([]() { | 735 return SHADER0([]() { |
736 void main() { | 736 void main() { |
737 gl_Position = matrix * a_position; | 737 gl_Position = matrix * a_position; |
738 v_texCoord = | 738 v_texCoord = |
739 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); | 739 vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
740 } | 740 } |
741 }); | 741 }); |
742 } | 742 } |
743 | 743 |
744 #define BLEND_MODE_UNIFORMS "s_backdropTexture", "backdropRect" | 744 #define BLEND_MODE_UNIFORMS "s_backdropTexture", \ |
745 #define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 2 : 0) | 745 "s_originalBackdropTexture", \ |
746 "backdropRect" | |
747 #define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0) | |
746 #define BLEND_MODE_SET_LOCATIONS(X, POS) \ | 748 #define BLEND_MODE_SET_LOCATIONS(X, POS) \ |
747 if (has_blend_mode()) { \ | 749 if (has_blend_mode()) { \ |
748 DCHECK_LT(static_cast<size_t>(POS) + 1, arraysize(X)); \ | 750 DCHECK_LT(static_cast<size_t>(POS) + 2, arraysize(X)); \ |
749 backdrop_location_ = locations[POS]; \ | 751 backdrop_location_ = locations[POS]; \ |
750 backdrop_rect_location_ = locations[POS + 1]; \ | 752 original_backdrop_location_ = locations[POS + 1]; \ |
753 backdrop_rect_location_ = locations[POS + 2]; \ | |
751 } | 754 } |
752 | 755 |
753 FragmentTexBlendMode::FragmentTexBlendMode() | 756 FragmentTexBlendMode::FragmentTexBlendMode() |
754 : backdrop_location_(-1), | 757 : backdrop_location_(-1), |
758 original_backdrop_location_(-1), | |
755 backdrop_rect_location_(-1), | 759 backdrop_rect_location_(-1), |
756 blend_mode_(BLEND_MODE_NONE) { | 760 blend_mode_(BLEND_MODE_NONE), |
761 mask_for_background_(false) { | |
757 } | 762 } |
758 | 763 |
759 std::string FragmentTexBlendMode::SetBlendModeFunctions( | 764 std::string FragmentTexBlendMode::SetBlendModeFunctions( |
760 std::string shader_string) const { | 765 std::string shader_string) const { |
761 if (shader_string.find("ApplyBlendMode") == std::string::npos) | 766 if (shader_string.find("ApplyBlendMode") == std::string::npos) |
762 return shader_string; | 767 return shader_string; |
763 | 768 |
764 if (!has_blend_mode()) { | 769 if (!has_blend_mode()) { |
765 return "#define ApplyBlendMode(X) (X)\n" + shader_string; | 770 return "#define ApplyBlendMode(X) (X)\n" |
771 "#define ApplyBlendModeWithMask(X, Y) (X)\n" + | |
772 shader_string; | |
766 } | 773 } |
767 | 774 |
768 static const std::string kFunctionApplyBlendMode = SHADER0([]() { | 775 static const std::string kFunctionApplyBlendMode = SHADER0([]() { |
769 uniform sampler2D s_backdropTexture; | 776 uniform sampler2D s_backdropTexture; |
777 uniform sampler2D s_originalBackdropTexture; | |
770 uniform TexCoordPrecision vec4 backdropRect; | 778 uniform TexCoordPrecision vec4 backdropRect; |
771 | 779 |
772 vec4 GetBackdropColor() { | 780 vec4 GetBackdropColor() { |
773 TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy; | 781 TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy; |
774 bgTexCoord.x /= backdropRect.z; | 782 bgTexCoord.x /= backdropRect.z; |
775 bgTexCoord.y /= backdropRect.w; | 783 bgTexCoord.y /= backdropRect.w; |
776 return texture2D(s_backdropTexture, bgTexCoord); | 784 return texture2D(s_backdropTexture, bgTexCoord); |
777 } | 785 } |
778 | 786 |
779 vec4 ApplyBlendMode(vec4 src) { | 787 vec4 ApplyBlendMode(vec4 src) { |
780 vec4 dst = GetBackdropColor(); | 788 vec4 dst = GetBackdropColor(); |
781 return Blend(src, dst); | 789 return Blend(src, dst); |
782 } | 790 } |
791 | |
792 vec4 GetBackdropColorWithMask(float mask) { | |
793 TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy; | |
794 bgTexCoord.x /= backdropRect.z; | |
795 bgTexCoord.y /= backdropRect.w; | |
796 vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord); | |
797 vec4 original_backdrop = texture2D(s_originalBackdropTexture, bgTexCoord); | |
enne (OOO)
2015/03/03 23:27:47
Would it be more precise to call this unfiltered,
| |
798 return mix(original_backdrop, backdrop, mask); | |
799 } | |
800 | |
801 vec4 ApplyBlendModeWithMask(vec4 src, float mask) { | |
802 vec4 dst = GetBackdropColorWithMask(mask); | |
803 return Blend(src, dst); | |
804 } | |
783 }); | 805 }); |
784 | 806 |
785 return "precision mediump float;" + GetHelperFunctions() + | 807 return "precision mediump float;" + GetHelperFunctions() + |
786 GetBlendFunction() + kFunctionApplyBlendMode + shader_string; | 808 GetBlendFunction() + kFunctionApplyBlendMode + shader_string; |
787 } | 809 } |
788 | 810 |
789 std::string FragmentTexBlendMode::GetHelperFunctions() const { | 811 std::string FragmentTexBlendMode::GetHelperFunctions() const { |
790 static const std::string kFunctionHardLight = SHADER0([]() { | 812 static const std::string kFunctionHardLight = SHADER0([]() { |
791 vec3 hardLight(vec4 src, vec4 dst) { | 813 vec3 hardLight(vec4 src, vec4 dst) { |
792 vec3 result; | 814 vec3 result; |
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1570 mask_sampler_location_ = locations[1]; | 1592 mask_sampler_location_ = locations[1]; |
1571 alpha_location_ = locations[2]; | 1593 alpha_location_ = locations[2]; |
1572 mask_tex_coord_scale_location_ = locations[3]; | 1594 mask_tex_coord_scale_location_ = locations[3]; |
1573 mask_tex_coord_offset_location_ = locations[4]; | 1595 mask_tex_coord_offset_location_ = locations[4]; |
1574 BLEND_MODE_SET_LOCATIONS(locations, 5); | 1596 BLEND_MODE_SET_LOCATIONS(locations, 5); |
1575 } | 1597 } |
1576 | 1598 |
1577 std::string FragmentShaderRGBATexAlphaMask::GetShaderString( | 1599 std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
1578 TexCoordPrecision precision, | 1600 TexCoordPrecision precision, |
1579 SamplerType sampler) const { | 1601 SamplerType sampler) const { |
1580 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1602 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background())); |
1581 } | 1603 } |
1582 | 1604 |
1583 std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() { | 1605 std::string FragmentShaderRGBATexAlphaMask::GetShaderHead() { |
1584 return SHADER0([]() { | 1606 return SHADER0([]() { |
1585 precision mediump float; | 1607 precision mediump float; |
1586 varying TexCoordPrecision vec2 v_texCoord; | 1608 varying TexCoordPrecision vec2 v_texCoord; |
1587 uniform sampler2D s_texture; | 1609 uniform sampler2D s_texture; |
1588 uniform SamplerType s_mask; | 1610 uniform SamplerType s_mask; |
1589 uniform TexCoordPrecision vec2 maskTexCoordScale; | 1611 uniform TexCoordPrecision vec2 maskTexCoordScale; |
1590 uniform TexCoordPrecision vec2 maskTexCoordOffset; | 1612 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
1591 uniform float alpha; | 1613 uniform float alpha; |
1592 }); | 1614 }); |
1593 } | 1615 } |
1594 | 1616 |
1595 std::string FragmentShaderRGBATexAlphaMask::GetShaderBody() { | 1617 std::string FragmentShaderRGBATexAlphaMask::GetShaderBody( |
1618 bool mask_for_background) { | |
1596 return SHADER0([]() { | 1619 return SHADER0([]() { |
1597 void main() { | 1620 void main() { |
1598 vec4 texColor = texture2D(s_texture, v_texCoord); | 1621 vec4 texColor = texture2D(s_texture, v_texCoord); |
1599 TexCoordPrecision vec2 maskTexCoord = | 1622 TexCoordPrecision vec2 maskTexCoord = |
1600 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1623 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1601 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1624 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1602 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1625 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); }) + |
1603 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); | 1626 (mask_for_background |
1604 } | 1627 ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask( |
1605 }); | 1628 texColor * alpha * maskColor.w, maskColor.w); }) |
1629 : SHADER0([]() { gl_FragColor = ApplyBlendMode( | |
1630 texColor * alpha * maskColor.w); })) + | |
1631 SHADER0([]() {}}); | |
1606 } | 1632 } |
1607 | 1633 |
1608 void FragmentShaderRGBATexAlphaMask::FillLocations( | 1634 void FragmentShaderRGBATexAlphaMask::FillLocations( |
1609 ShaderLocations* locations) const { | 1635 ShaderLocations* locations) const { |
1610 locations->sampler = sampler_location(); | 1636 locations->sampler = sampler_location(); |
1611 locations->mask_sampler = mask_sampler_location(); | 1637 locations->mask_sampler = mask_sampler_location(); |
1612 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); | 1638 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
1613 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); | 1639 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
1614 locations->alpha = alpha_location(); | 1640 locations->alpha = alpha_location(); |
1615 locations->backdrop = backdrop_location(); | 1641 locations->backdrop = backdrop_location(); |
1616 locations->backdrop_rect = backdrop_rect_location(); | 1642 locations->backdrop_rect = backdrop_rect_location(); |
1643 if (mask_for_background()) | |
1644 locations->original_backdrop = original_backdrop_location(); | |
1617 } | 1645 } |
1618 | 1646 |
1619 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() | 1647 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
1620 : sampler_location_(-1), | 1648 : sampler_location_(-1), |
1621 mask_sampler_location_(-1), | 1649 mask_sampler_location_(-1), |
1622 alpha_location_(-1), | 1650 alpha_location_(-1), |
1623 mask_tex_coord_scale_location_(-1), | 1651 mask_tex_coord_scale_location_(-1), |
1624 mask_tex_coord_offset_location_(-1) { | 1652 mask_tex_coord_offset_location_(-1) { |
1625 } | 1653 } |
1626 | 1654 |
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1647 mask_sampler_location_ = locations[1]; | 1675 mask_sampler_location_ = locations[1]; |
1648 alpha_location_ = locations[2]; | 1676 alpha_location_ = locations[2]; |
1649 mask_tex_coord_scale_location_ = locations[3]; | 1677 mask_tex_coord_scale_location_ = locations[3]; |
1650 mask_tex_coord_offset_location_ = locations[4]; | 1678 mask_tex_coord_offset_location_ = locations[4]; |
1651 BLEND_MODE_SET_LOCATIONS(locations, 5); | 1679 BLEND_MODE_SET_LOCATIONS(locations, 5); |
1652 } | 1680 } |
1653 | 1681 |
1654 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( | 1682 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
1655 TexCoordPrecision precision, | 1683 TexCoordPrecision precision, |
1656 SamplerType sampler) const { | 1684 SamplerType sampler) const { |
1657 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1685 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background())); |
1658 } | 1686 } |
1659 | 1687 |
1660 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() { | 1688 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderHead() { |
1661 return SHADER0([]() { | 1689 return SHADER0([]() { |
1662 precision mediump float; | 1690 precision mediump float; |
1663 uniform sampler2D s_texture; | 1691 uniform sampler2D s_texture; |
1664 uniform SamplerType s_mask; | 1692 uniform SamplerType s_mask; |
1665 uniform TexCoordPrecision vec2 maskTexCoordScale; | 1693 uniform TexCoordPrecision vec2 maskTexCoordScale; |
1666 uniform TexCoordPrecision vec2 maskTexCoordOffset; | 1694 uniform TexCoordPrecision vec2 maskTexCoordOffset; |
1667 uniform float alpha; | 1695 uniform float alpha; |
1668 varying TexCoordPrecision vec2 v_texCoord; | 1696 varying TexCoordPrecision vec2 v_texCoord; |
1669 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1697 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
1670 }); | 1698 }); |
1671 } | 1699 } |
1672 | 1700 |
1673 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody() { | 1701 std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderBody( |
1702 bool mask_for_background) { | |
1674 return SHADER0([]() { | 1703 return SHADER0([]() { |
1675 void main() { | 1704 void main() { |
1676 vec4 texColor = texture2D(s_texture, v_texCoord); | 1705 vec4 texColor = texture2D(s_texture, v_texCoord); |
1677 TexCoordPrecision vec2 maskTexCoord = | 1706 TexCoordPrecision vec2 maskTexCoord = |
1678 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1707 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1679 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1708 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1680 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1709 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
1681 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1710 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1682 vec2 d2 = min(d4.xz, d4.yw); | 1711 vec2 d2 = min(d4.xz, d4.yw); |
1683 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1712 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); }) + |
1684 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa); | 1713 (mask_for_background |
1685 } | 1714 ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask( |
1686 }); | 1715 texColor * alpha * maskColor.w * aa, maskColor.w); }) |
1716 : SHADER0([]() { gl_FragColor = ApplyBlendMode( | |
1717 texColor * alpha * maskColor.w * aa); })) + | |
1718 SHADER0([]() {}}); | |
1687 } | 1719 } |
1688 | 1720 |
1689 void FragmentShaderRGBATexAlphaMaskAA::FillLocations( | 1721 void FragmentShaderRGBATexAlphaMaskAA::FillLocations( |
1690 ShaderLocations* locations) const { | 1722 ShaderLocations* locations) const { |
1691 locations->sampler = sampler_location(); | 1723 locations->sampler = sampler_location(); |
1692 locations->mask_sampler = mask_sampler_location(); | 1724 locations->mask_sampler = mask_sampler_location(); |
1693 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); | 1725 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
1694 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); | 1726 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
1695 locations->alpha = alpha_location(); | 1727 locations->alpha = alpha_location(); |
1696 locations->backdrop = backdrop_location(); | 1728 locations->backdrop = backdrop_location(); |
1697 locations->backdrop_rect = backdrop_rect_location(); | 1729 locations->backdrop_rect = backdrop_rect_location(); |
1730 if (mask_for_background()) | |
1731 locations->original_backdrop = original_backdrop_location(); | |
1698 } | 1732 } |
1699 | 1733 |
1700 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: | 1734 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: |
1701 FragmentShaderRGBATexAlphaMaskColorMatrixAA() | 1735 FragmentShaderRGBATexAlphaMaskColorMatrixAA() |
1702 : sampler_location_(-1), | 1736 : sampler_location_(-1), |
1703 mask_sampler_location_(-1), | 1737 mask_sampler_location_(-1), |
1704 alpha_location_(-1), | 1738 alpha_location_(-1), |
1705 mask_tex_coord_scale_location_(-1), | 1739 mask_tex_coord_scale_location_(-1), |
1706 color_matrix_location_(-1), | 1740 color_matrix_location_(-1), |
1707 color_offset_location_(-1) { | 1741 color_offset_location_(-1) { |
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1735 mask_tex_coord_scale_location_ = locations[3]; | 1769 mask_tex_coord_scale_location_ = locations[3]; |
1736 mask_tex_coord_offset_location_ = locations[4]; | 1770 mask_tex_coord_offset_location_ = locations[4]; |
1737 color_matrix_location_ = locations[5]; | 1771 color_matrix_location_ = locations[5]; |
1738 color_offset_location_ = locations[6]; | 1772 color_offset_location_ = locations[6]; |
1739 BLEND_MODE_SET_LOCATIONS(locations, 7); | 1773 BLEND_MODE_SET_LOCATIONS(locations, 7); |
1740 } | 1774 } |
1741 | 1775 |
1742 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( | 1776 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
1743 TexCoordPrecision precision, | 1777 TexCoordPrecision precision, |
1744 SamplerType sampler) const { | 1778 SamplerType sampler) const { |
1745 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1779 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background())); |
1746 } | 1780 } |
1747 | 1781 |
1748 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() { | 1782 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderHead() { |
1749 return SHADER0([]() { | 1783 return SHADER0([]() { |
1750 precision mediump float; | 1784 precision mediump float; |
1751 uniform sampler2D s_texture; | 1785 uniform sampler2D s_texture; |
1752 uniform SamplerType s_mask; | 1786 uniform SamplerType s_mask; |
1753 uniform vec2 maskTexCoordScale; | 1787 uniform vec2 maskTexCoordScale; |
1754 uniform vec2 maskTexCoordOffset; | 1788 uniform vec2 maskTexCoordOffset; |
1755 uniform mat4 colorMatrix; | 1789 uniform mat4 colorMatrix; |
1756 uniform vec4 colorOffset; | 1790 uniform vec4 colorOffset; |
1757 uniform float alpha; | 1791 uniform float alpha; |
1758 varying TexCoordPrecision vec2 v_texCoord; | 1792 varying TexCoordPrecision vec2 v_texCoord; |
1759 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. | 1793 varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances. |
1760 }); | 1794 }); |
1761 } | 1795 } |
1762 | 1796 |
1763 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody() { | 1797 std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderBody( |
1798 bool mask_for_background) { | |
1764 return SHADER0([]() { | 1799 return SHADER0([]() { |
1765 void main() { | 1800 void main() { |
1766 vec4 texColor = texture2D(s_texture, v_texCoord); | 1801 vec4 texColor = texture2D(s_texture, v_texCoord); |
1767 float nonZeroAlpha = max(texColor.a, 0.00001); | 1802 float nonZeroAlpha = max(texColor.a, 0.00001); |
1768 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1803 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
1769 texColor = colorMatrix * texColor + colorOffset; | 1804 texColor = colorMatrix * texColor + colorOffset; |
1770 texColor.rgb *= texColor.a; | 1805 texColor.rgb *= texColor.a; |
1771 texColor = clamp(texColor, 0.0, 1.0); | 1806 texColor = clamp(texColor, 0.0, 1.0); |
1772 TexCoordPrecision vec2 maskTexCoord = | 1807 TexCoordPrecision vec2 maskTexCoord = |
1773 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1808 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1774 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1809 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1775 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1810 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); |
1776 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 1811 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
1777 vec2 d2 = min(d4.xz, d4.yw); | 1812 vec2 d2 = min(d4.xz, d4.yw); |
1778 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 1813 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); }) + |
1779 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa); | 1814 (mask_for_background |
1780 } | 1815 ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask( |
enne (OOO)
2015/03/03 23:27:47
Can you make this easier to read and reduce the co
| |
1781 }); | 1816 texColor * alpha * maskColor.w * aa, maskColor.w); }) |
1817 : SHADER0([]() { gl_FragColor = ApplyBlendMode( | |
1818 texColor * alpha * maskColor.w * aa); })) + | |
1819 SHADER0([]() {}}); | |
1782 } | 1820 } |
1783 | 1821 |
1784 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations( | 1822 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations( |
1785 ShaderLocations* locations) const { | 1823 ShaderLocations* locations) const { |
1786 locations->sampler = sampler_location(); | 1824 locations->sampler = sampler_location(); |
1787 locations->alpha = alpha_location(); | 1825 locations->alpha = alpha_location(); |
1788 locations->mask_sampler = mask_sampler_location(); | 1826 locations->mask_sampler = mask_sampler_location(); |
1789 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); | 1827 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
1790 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); | 1828 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
1791 locations->color_matrix = color_matrix_location(); | 1829 locations->color_matrix = color_matrix_location(); |
1792 locations->color_offset = color_offset_location(); | 1830 locations->color_offset = color_offset_location(); |
1793 locations->backdrop = backdrop_location(); | 1831 locations->backdrop = backdrop_location(); |
1794 locations->backdrop_rect = backdrop_rect_location(); | 1832 locations->backdrop_rect = backdrop_rect_location(); |
1833 if (mask_for_background()) | |
1834 locations->original_backdrop = original_backdrop_location(); | |
1795 } | 1835 } |
1796 | 1836 |
1797 FragmentShaderRGBATexAlphaColorMatrixAA:: | 1837 FragmentShaderRGBATexAlphaColorMatrixAA:: |
1798 FragmentShaderRGBATexAlphaColorMatrixAA() | 1838 FragmentShaderRGBATexAlphaColorMatrixAA() |
1799 : sampler_location_(-1), | 1839 : sampler_location_(-1), |
1800 alpha_location_(-1), | 1840 alpha_location_(-1), |
1801 color_matrix_location_(-1), | 1841 color_matrix_location_(-1), |
1802 color_offset_location_(-1) { | 1842 color_offset_location_(-1) { |
1803 } | 1843 } |
1804 | 1844 |
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1903 mask_tex_coord_scale_location_ = locations[3]; | 1943 mask_tex_coord_scale_location_ = locations[3]; |
1904 mask_tex_coord_offset_location_ = locations[4]; | 1944 mask_tex_coord_offset_location_ = locations[4]; |
1905 color_matrix_location_ = locations[5]; | 1945 color_matrix_location_ = locations[5]; |
1906 color_offset_location_ = locations[6]; | 1946 color_offset_location_ = locations[6]; |
1907 BLEND_MODE_SET_LOCATIONS(locations, 7); | 1947 BLEND_MODE_SET_LOCATIONS(locations, 7); |
1908 } | 1948 } |
1909 | 1949 |
1910 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( | 1950 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
1911 TexCoordPrecision precision, | 1951 TexCoordPrecision precision, |
1912 SamplerType sampler) const { | 1952 SamplerType sampler) const { |
1913 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); | 1953 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody(mask_for_background())); |
1914 } | 1954 } |
1915 | 1955 |
1916 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() { | 1956 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderHead() { |
1917 return SHADER0([]() { | 1957 return SHADER0([]() { |
1918 precision mediump float; | 1958 precision mediump float; |
1919 varying TexCoordPrecision vec2 v_texCoord; | 1959 varying TexCoordPrecision vec2 v_texCoord; |
1920 uniform sampler2D s_texture; | 1960 uniform sampler2D s_texture; |
1921 uniform SamplerType s_mask; | 1961 uniform SamplerType s_mask; |
1922 uniform vec2 maskTexCoordScale; | 1962 uniform vec2 maskTexCoordScale; |
1923 uniform vec2 maskTexCoordOffset; | 1963 uniform vec2 maskTexCoordOffset; |
1924 uniform mat4 colorMatrix; | 1964 uniform mat4 colorMatrix; |
1925 uniform vec4 colorOffset; | 1965 uniform vec4 colorOffset; |
1926 uniform float alpha; | 1966 uniform float alpha; |
1927 }); | 1967 }); |
1928 } | 1968 } |
1929 | 1969 |
1930 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody() { | 1970 std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderBody( |
1971 bool mask_for_background) { | |
1931 return SHADER0([]() { | 1972 return SHADER0([]() { |
1932 void main() { | 1973 void main() { |
1933 vec4 texColor = texture2D(s_texture, v_texCoord); | 1974 vec4 texColor = texture2D(s_texture, v_texCoord); |
1934 float nonZeroAlpha = max(texColor.a, 0.00001); | 1975 float nonZeroAlpha = max(texColor.a, 0.00001); |
1935 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); | 1976 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
1936 texColor = colorMatrix * texColor + colorOffset; | 1977 texColor = colorMatrix * texColor + colorOffset; |
1937 texColor.rgb *= texColor.a; | 1978 texColor.rgb *= texColor.a; |
1938 texColor = clamp(texColor, 0.0, 1.0); | 1979 texColor = clamp(texColor, 0.0, 1.0); |
1939 TexCoordPrecision vec2 maskTexCoord = | 1980 TexCoordPrecision vec2 maskTexCoord = |
1940 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, | 1981 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
1941 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); | 1982 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
1942 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); | 1983 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); }) + |
1943 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); | 1984 (mask_for_background |
1944 } | 1985 ? SHADER0([]() { gl_FragColor = ApplyBlendModeWithMask( |
1945 }); | 1986 texColor * alpha * maskColor.w, maskColor.w); }) |
1987 : SHADER0([]() { gl_FragColor = ApplyBlendMode( | |
1988 texColor * alpha * maskColor.w); })) + | |
1989 SHADER0([]() {}}); | |
1946 } | 1990 } |
1947 | 1991 |
1948 void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations( | 1992 void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations( |
1949 ShaderLocations* locations) const { | 1993 ShaderLocations* locations) const { |
1950 locations->sampler = sampler_location(); | 1994 locations->sampler = sampler_location(); |
1951 locations->mask_sampler = mask_sampler_location(); | 1995 locations->mask_sampler = mask_sampler_location(); |
1952 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); | 1996 locations->mask_tex_coord_scale = mask_tex_coord_scale_location(); |
1953 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); | 1997 locations->mask_tex_coord_offset = mask_tex_coord_offset_location(); |
1954 locations->alpha = alpha_location(); | 1998 locations->alpha = alpha_location(); |
1955 locations->color_matrix = color_matrix_location(); | 1999 locations->color_matrix = color_matrix_location(); |
1956 locations->color_offset = color_offset_location(); | 2000 locations->color_offset = color_offset_location(); |
1957 locations->backdrop = backdrop_location(); | 2001 locations->backdrop = backdrop_location(); |
1958 locations->backdrop_rect = backdrop_rect_location(); | 2002 locations->backdrop_rect = backdrop_rect_location(); |
2003 if (mask_for_background()) | |
2004 locations->original_backdrop = original_backdrop_location(); | |
1959 } | 2005 } |
1960 | 2006 |
1961 FragmentShaderYUVVideo::FragmentShaderYUVVideo() | 2007 FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
1962 : y_texture_location_(-1), | 2008 : y_texture_location_(-1), |
1963 u_texture_location_(-1), | 2009 u_texture_location_(-1), |
1964 v_texture_location_(-1), | 2010 v_texture_location_(-1), |
1965 alpha_location_(-1), | 2011 alpha_location_(-1), |
1966 yuv_matrix_location_(-1), | 2012 yuv_matrix_location_(-1), |
1967 yuv_adj_location_(-1), | 2013 yuv_adj_location_(-1), |
1968 clamp_rect_location_(-1) { | 2014 clamp_rect_location_(-1) { |
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2243 vec2 texCoord = | 2289 vec2 texCoord = |
2244 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; | 2290 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; |
2245 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); | 2291 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
2246 float picker = abs(coord.x - coord.y); // NOLINT | 2292 float picker = abs(coord.x - coord.y); // NOLINT |
2247 gl_FragColor = mix(color1, color2, picker) * alpha; | 2293 gl_FragColor = mix(color1, color2, picker) * alpha; |
2248 } | 2294 } |
2249 }); | 2295 }); |
2250 } | 2296 } |
2251 | 2297 |
2252 } // namespace cc | 2298 } // namespace cc |
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