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Issue 977533002: cc: Refactored shader locations (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 5 years, 9 months ago
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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"
(...skipping 329 matching lines...) Expand 10 before | Expand all | Expand 10 after
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 }
(...skipping 193 matching lines...) Expand 10 before | Expand all | Expand 10 after
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[] = {
(...skipping 525 matching lines...) Expand 10 before | Expand all | Expand 10 after
1098 1114
1099 std::string FragmentShaderRGBATexAlpha::GetShaderBody() { 1115 std::string FragmentShaderRGBATexAlpha::GetShaderBody() {
1100 return SHADER0([]() { 1116 return SHADER0([]() {
1101 void main() { 1117 void main() {
1102 vec4 texColor = TextureLookup(s_texture, v_texCoord); 1118 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1103 gl_FragColor = ApplyBlendMode(texColor * alpha); 1119 gl_FragColor = ApplyBlendMode(texColor * alpha);
1104 } 1120 }
1105 }); 1121 });
1106 } 1122 }
1107 1123
1124 void FragmentShaderRGBATexAlpha::FillLocations(
1125 ShaderLocations* locations) const {
1126 locations->sampler = sampler_location();
1127 locations->alpha = alpha_location();
1128 locations->backdrop = backdrop_location();
1129 locations->backdrop_rect = backdrop_rect_location();
1130 }
1131
1108 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( 1132 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
1109 TexCoordPrecision precision, 1133 TexCoordPrecision precision,
1110 SamplerType sampler) const { 1134 SamplerType sampler) const {
1111 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); 1135 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1112 } 1136 }
1113 1137
1114 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() { 1138 std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderHead() {
1115 return SHADER0([]() { 1139 return SHADER0([]() {
1116 precision mediump float; 1140 precision mediump float;
1117 varying TexCoordPrecision vec2 v_texCoord; 1141 varying TexCoordPrecision vec2 v_texCoord;
(...skipping 11 matching lines...) Expand all
1129 float nonZeroAlpha = max(texColor.a, 0.00001); 1153 float nonZeroAlpha = max(texColor.a, 0.00001);
1130 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); 1154 texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
1131 texColor = colorMatrix * texColor + colorOffset; 1155 texColor = colorMatrix * texColor + colorOffset;
1132 texColor.rgb *= texColor.a; 1156 texColor.rgb *= texColor.a;
1133 texColor = clamp(texColor, 0.0, 1.0); 1157 texColor = clamp(texColor, 0.0, 1.0);
1134 gl_FragColor = ApplyBlendMode(texColor * alpha); 1158 gl_FragColor = ApplyBlendMode(texColor * alpha);
1135 } 1159 }
1136 }); 1160 });
1137 } 1161 }
1138 1162
1163 void FragmentShaderRGBATexColorMatrixAlpha::FillLocations(
1164 ShaderLocations* locations) const {
1165 locations->sampler = sampler_location();
1166 locations->alpha = alpha_location();
1167 locations->color_matrix = color_matrix_location();
1168 locations->color_offset = color_offset_location();
1169 locations->backdrop = backdrop_location();
1170 locations->backdrop_rect = backdrop_rect_location();
1171 }
1172
1139 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( 1173 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString(
1140 TexCoordPrecision precision, 1174 TexCoordPrecision precision,
1141 SamplerType sampler) const { 1175 SamplerType sampler) const {
1142 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody()); 1176 return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
1143 } 1177 }
1144 1178
1145 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() { 1179 std::string FragmentShaderRGBATexVaryingAlpha::GetShaderHead() {
1146 return SHADER0([]() { 1180 return SHADER0([]() {
1147 precision mediump float; 1181 precision mediump float;
1148 varying TexCoordPrecision vec2 v_texCoord; 1182 varying TexCoordPrecision vec2 v_texCoord;
(...skipping 249 matching lines...) Expand 10 before | Expand all | Expand 10 after
1398 void main() { 1432 void main() {
1399 vec4 texColor = TextureLookup(s_texture, v_texCoord); 1433 vec4 texColor = TextureLookup(s_texture, v_texCoord);
1400 vec4 d4 = min(edge_dist[0], edge_dist[1]); 1434 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1401 vec2 d2 = min(d4.xz, d4.yw); 1435 vec2 d2 = min(d4.xz, d4.yw);
1402 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); 1436 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1403 gl_FragColor = ApplyBlendMode(texColor * alpha * aa); 1437 gl_FragColor = ApplyBlendMode(texColor * alpha * aa);
1404 } 1438 }
1405 }); 1439 });
1406 } 1440 }
1407 1441
1442 void FragmentShaderRGBATexAlphaAA::FillLocations(
1443 ShaderLocations* locations) const {
1444 locations->sampler = sampler_location();
1445 locations->alpha = alpha_location();
1446 locations->backdrop = backdrop_location();
1447 locations->backdrop_rect = backdrop_rect_location();
1448 }
1449
1408 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() 1450 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
1409 : sampler_location_(-1), 1451 : sampler_location_(-1),
1410 alpha_location_(-1), 1452 alpha_location_(-1),
1411 fragment_tex_transform_location_(-1) { 1453 fragment_tex_transform_location_(-1) {
1412 } 1454 }
1413 1455
1414 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context, 1456 void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context,
1415 unsigned program, 1457 unsigned program,
1416 int* base_uniform_index) { 1458 int* base_uniform_index) {
1417 static const char* uniforms[] = { 1459 static const char* uniforms[] = {
(...skipping 135 matching lines...) Expand 10 before | Expand all | Expand 10 after
1553 vec4 texColor = texture2D(s_texture, v_texCoord); 1595 vec4 texColor = texture2D(s_texture, v_texCoord);
1554 TexCoordPrecision vec2 maskTexCoord = 1596 TexCoordPrecision vec2 maskTexCoord =
1555 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, 1597 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
1556 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); 1598 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
1557 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); 1599 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1558 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); 1600 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w);
1559 } 1601 }
1560 }); 1602 });
1561 } 1603 }
1562 1604
1605 void FragmentShaderRGBATexAlphaMask::FillLocations(
1606 ShaderLocations* locations) const {
1607 locations->sampler = sampler_location();
1608 locations->mask_sampler = mask_sampler_location();
1609 locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
1610 locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
1611 locations->alpha = alpha_location();
1612 locations->backdrop = backdrop_location();
1613 locations->backdrop_rect = backdrop_rect_location();
1614 }
1615
1563 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() 1616 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
1564 : sampler_location_(-1), 1617 : sampler_location_(-1),
1565 mask_sampler_location_(-1), 1618 mask_sampler_location_(-1),
1566 alpha_location_(-1), 1619 alpha_location_(-1),
1567 mask_tex_coord_scale_location_(-1), 1620 mask_tex_coord_scale_location_(-1),
1568 mask_tex_coord_offset_location_(-1) { 1621 mask_tex_coord_offset_location_(-1) {
1569 } 1622 }
1570 1623
1571 void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context, 1624 void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
1572 unsigned program, 1625 unsigned program,
(...skipping 50 matching lines...) Expand 10 before | Expand all | Expand 10 after
1623 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); 1676 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
1624 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); 1677 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1625 vec4 d4 = min(edge_dist[0], edge_dist[1]); 1678 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1626 vec2 d2 = min(d4.xz, d4.yw); 1679 vec2 d2 = min(d4.xz, d4.yw);
1627 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); 1680 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1628 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa); 1681 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa);
1629 } 1682 }
1630 }); 1683 });
1631 } 1684 }
1632 1685
1686 void FragmentShaderRGBATexAlphaMaskAA::FillLocations(
1687 ShaderLocations* locations) const {
1688 locations->sampler = sampler_location();
1689 locations->mask_sampler = mask_sampler_location();
1690 locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
1691 locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
1692 locations->alpha = alpha_location();
1693 locations->backdrop = backdrop_location();
1694 locations->backdrop_rect = backdrop_rect_location();
1695 }
1696
1633 FragmentShaderRGBATexAlphaMaskColorMatrixAA:: 1697 FragmentShaderRGBATexAlphaMaskColorMatrixAA::
1634 FragmentShaderRGBATexAlphaMaskColorMatrixAA() 1698 FragmentShaderRGBATexAlphaMaskColorMatrixAA()
1635 : sampler_location_(-1), 1699 : sampler_location_(-1),
1636 mask_sampler_location_(-1), 1700 mask_sampler_location_(-1),
1637 alpha_location_(-1), 1701 alpha_location_(-1),
1638 mask_tex_coord_scale_location_(-1), 1702 mask_tex_coord_scale_location_(-1),
1639 color_matrix_location_(-1), 1703 color_matrix_location_(-1),
1640 color_offset_location_(-1) { 1704 color_offset_location_(-1) {
1641 } 1705 }
1642 1706
(...skipping 64 matching lines...) Expand 10 before | Expand all | Expand 10 after
1707 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); 1771 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
1708 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); 1772 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1709 vec4 d4 = min(edge_dist[0], edge_dist[1]); 1773 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1710 vec2 d2 = min(d4.xz, d4.yw); 1774 vec2 d2 = min(d4.xz, d4.yw);
1711 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); 1775 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1712 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa); 1776 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w * aa);
1713 } 1777 }
1714 }); 1778 });
1715 } 1779 }
1716 1780
1781 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations(
1782 ShaderLocations* locations) const {
1783 locations->sampler = sampler_location();
1784 locations->alpha = alpha_location();
1785 locations->mask_sampler = mask_sampler_location();
1786 locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
1787 locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
1788 locations->color_matrix = color_matrix_location();
1789 locations->color_offset = color_offset_location();
1790 locations->backdrop = backdrop_location();
1791 locations->backdrop_rect = backdrop_rect_location();
1792 }
1793
1717 FragmentShaderRGBATexAlphaColorMatrixAA:: 1794 FragmentShaderRGBATexAlphaColorMatrixAA::
1718 FragmentShaderRGBATexAlphaColorMatrixAA() 1795 FragmentShaderRGBATexAlphaColorMatrixAA()
1719 : sampler_location_(-1), 1796 : sampler_location_(-1),
1720 alpha_location_(-1), 1797 alpha_location_(-1),
1721 color_matrix_location_(-1), 1798 color_matrix_location_(-1),
1722 color_offset_location_(-1) { 1799 color_offset_location_(-1) {
1723 } 1800 }
1724 1801
1725 void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context, 1802 void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context,
1726 unsigned program, 1803 unsigned program,
(...skipping 44 matching lines...) Expand 10 before | Expand all | Expand 10 after
1771 texColor.rgb *= texColor.a; 1848 texColor.rgb *= texColor.a;
1772 texColor = clamp(texColor, 0.0, 1.0); 1849 texColor = clamp(texColor, 0.0, 1.0);
1773 vec4 d4 = min(edge_dist[0], edge_dist[1]); 1850 vec4 d4 = min(edge_dist[0], edge_dist[1]);
1774 vec2 d2 = min(d4.xz, d4.yw); 1851 vec2 d2 = min(d4.xz, d4.yw);
1775 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); 1852 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
1776 gl_FragColor = ApplyBlendMode(texColor * alpha * aa); 1853 gl_FragColor = ApplyBlendMode(texColor * alpha * aa);
1777 } 1854 }
1778 }); 1855 });
1779 } 1856 }
1780 1857
1858 void FragmentShaderRGBATexAlphaColorMatrixAA::FillLocations(
1859 ShaderLocations* locations) const {
1860 locations->sampler = sampler_location();
1861 locations->alpha = alpha_location();
1862 locations->color_matrix = color_matrix_location();
1863 locations->color_offset = color_offset_location();
1864 locations->backdrop = backdrop_location();
1865 locations->backdrop_rect = backdrop_rect_location();
1866 }
1867
1781 FragmentShaderRGBATexAlphaMaskColorMatrix:: 1868 FragmentShaderRGBATexAlphaMaskColorMatrix::
1782 FragmentShaderRGBATexAlphaMaskColorMatrix() 1869 FragmentShaderRGBATexAlphaMaskColorMatrix()
1783 : sampler_location_(-1), 1870 : sampler_location_(-1),
1784 mask_sampler_location_(-1), 1871 mask_sampler_location_(-1),
1785 alpha_location_(-1), 1872 alpha_location_(-1),
1786 mask_tex_coord_scale_location_(-1) { 1873 mask_tex_coord_scale_location_(-1) {
1787 } 1874 }
1788 1875
1789 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context, 1876 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context,
1790 unsigned program, 1877 unsigned program,
(...skipping 57 matching lines...) Expand 10 before | Expand all | Expand 10 after
1848 texColor = clamp(texColor, 0.0, 1.0); 1935 texColor = clamp(texColor, 0.0, 1.0);
1849 TexCoordPrecision vec2 maskTexCoord = 1936 TexCoordPrecision vec2 maskTexCoord =
1850 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, 1937 vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
1851 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); 1938 maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
1852 vec4 maskColor = TextureLookup(s_mask, maskTexCoord); 1939 vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
1853 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w); 1940 gl_FragColor = ApplyBlendMode(texColor * alpha * maskColor.w);
1854 } 1941 }
1855 }); 1942 });
1856 } 1943 }
1857 1944
1945 void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations(
1946 ShaderLocations* locations) const {
1947 locations->sampler = sampler_location();
1948 locations->mask_sampler = mask_sampler_location();
1949 locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
1950 locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
1951 locations->alpha = alpha_location();
1952 locations->color_matrix = color_matrix_location();
1953 locations->color_offset = color_offset_location();
1954 locations->backdrop = backdrop_location();
1955 locations->backdrop_rect = backdrop_rect_location();
1956 }
1957
1858 FragmentShaderYUVVideo::FragmentShaderYUVVideo() 1958 FragmentShaderYUVVideo::FragmentShaderYUVVideo()
1859 : y_texture_location_(-1), 1959 : y_texture_location_(-1),
1860 u_texture_location_(-1), 1960 u_texture_location_(-1),
1861 v_texture_location_(-1), 1961 v_texture_location_(-1),
1862 alpha_location_(-1), 1962 alpha_location_(-1),
1863 yuv_matrix_location_(-1), 1963 yuv_matrix_location_(-1),
1864 yuv_adj_location_(-1), 1964 yuv_adj_location_(-1),
1865 clamp_rect_location_(-1) { 1965 clamp_rect_location_(-1) {
1866 } 1966 }
1867 1967
(...skipping 272 matching lines...) Expand 10 before | Expand all | Expand 10 after
2140 vec2 texCoord = 2240 vec2 texCoord =
2141 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; 2241 clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy;
2142 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); 2242 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
2143 float picker = abs(coord.x - coord.y); // NOLINT 2243 float picker = abs(coord.x - coord.y); // NOLINT
2144 gl_FragColor = mix(color1, color2, picker) * alpha; 2244 gl_FragColor = mix(color1, color2, picker) * alpha;
2145 } 2245 }
2146 }); 2246 });
2147 } 2247 }
2148 2248
2149 } // namespace cc 2249 } // namespace cc
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