blob: a4ee1bbfc6baa38661c4b2cfb3e08800a880c653 [file] [log] [blame]
// Copyright 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/output/shader.h"
#include <algorithm>
#include "base/basictypes.h"
#include "base/logging.h"
#include "gpu/command_buffer/client/gles2_interface.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gfx/geometry/size.h"
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;
namespace cc {
namespace {
static void GetProgramUniformLocations(GLES2Interface* context,
unsigned program,
size_t count,
const char** uniforms,
int* locations,
int* base_uniform_index) {
for (size_t i = 0; i < count; i++) {
locations[i] = (*base_uniform_index)++;
context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]);
}
}
static std::string SetFragmentTexCoordPrecision(
TexCoordPrecision requested_precision,
std::string shader_string) {
switch (requested_precision) {
case TEX_COORD_PRECISION_HIGH:
DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos);
return "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
" #define TexCoordPrecision highp\n"
"#else\n"
" #define TexCoordPrecision mediump\n"
"#endif\n" +
shader_string;
case TEX_COORD_PRECISION_MEDIUM:
DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos);
return "#define TexCoordPrecision mediump\n" + shader_string;
case TEX_COORD_PRECISION_NA:
DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos);
DCHECK_EQ(shader_string.find("texture2D"), std::string::npos);
DCHECK_EQ(shader_string.find("texture2DRect"), std::string::npos);
return shader_string;
default:
NOTREACHED();
break;
}
return 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" + shader_string;
}
TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
int* highp_threshold_cache,
int highp_threshold_min,
int x,
int y) {
if (*highp_threshold_cache == 0) {
// Initialize range and precision with minimum spec values for when
// GetShaderPrecisionFormat is a test stub.
// TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat
// everywhere.
GLint range[2] = {14, 14};
GLint precision = 10;
context->GetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT,
range, &precision);
*highp_threshold_cache = 1 << precision;
}
int highp_threshold = std::max(*highp_threshold_cache, highp_threshold_min);
if (x > highp_threshold || y > highp_threshold)
return TEX_COORD_PRECISION_HIGH;
return TEX_COORD_PRECISION_MEDIUM;
}
static std::string SetFragmentSamplerType(SamplerType requested_type,
std::string shader_string) {
switch (requested_type) {
case SAMPLER_TYPE_2D:
DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
return "#define SamplerType sampler2D\n"
"#define TextureLookup texture2D\n" +
shader_string;
case SAMPLER_TYPE_2D_RECT:
DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
return "#extension GL_ARB_texture_rectangle : require\n"
"#define SamplerType sampler2DRect\n"
"#define TextureLookup texture2DRect\n" +
shader_string;
case SAMPLER_TYPE_EXTERNAL_OES:
DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
return "#extension GL_OES_EGL_image_external : require\n"
"#define SamplerType samplerExternalOES\n"
"#define TextureLookup texture2D\n" +
shader_string;
case SAMPLER_TYPE_NA:
DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos);
DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos);
return shader_string;
default:
NOTREACHED();
break;
}
return shader_string;
}
} // namespace
ShaderLocations::ShaderLocations() {
}
TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
int* highp_threshold_cache,
int highp_threshold_min,
const gfx::Point& max_coordinate) {
return TexCoordPrecisionRequired(context,
highp_threshold_cache,
highp_threshold_min,
max_coordinate.x(),
max_coordinate.y());
}
TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
int* highp_threshold_cache,
int highp_threshold_min,
const gfx::Size& max_size) {
return TexCoordPrecisionRequired(context,
highp_threshold_cache,
highp_threshold_min,
max_size.width(),
max_size.height());
}
VertexShaderPosTex::VertexShaderPosTex() : matrix_location_(-1) {
}
void VertexShaderPosTex::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
}
std::string VertexShaderPosTex::GetShaderString() const {
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()
: matrix_location_(-1),
ya_tex_scale_location_(-1),
ya_tex_offset_location_(-1),
uv_tex_scale_location_(-1),
uv_tex_offset_location_(-1) {
}
void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix", "yaTexScale", "yaTexOffset", "uvTexScale", "uvTexOffset",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
ya_tex_scale_location_ = locations[1];
ya_tex_offset_location_ = locations[2];
uv_tex_scale_location_ = locations[3];
uv_tex_offset_location_ = locations[4];
}
std::string VertexShaderPosTexYUVStretchOffset::GetShaderString() const {
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_yaTexCoord;
varying TexCoordPrecision vec2 v_uvTexCoord;
uniform TexCoordPrecision vec2 yaTexScale;
uniform TexCoordPrecision vec2 yaTexOffset;
uniform TexCoordPrecision vec2 uvTexScale;
uniform TexCoordPrecision vec2 uvTexOffset;
});
}
std::string VertexShaderPosTexYUVStretchOffset::GetShaderBody() {
return SHADER0([]() {
void main() {
gl_Position = matrix * a_position;
v_yaTexCoord = a_texCoord * yaTexScale + yaTexOffset;
v_uvTexCoord = a_texCoord * uvTexScale + uvTexOffset;
}
});
}
VertexShaderPos::VertexShaderPos() : matrix_location_(-1) {
}
void VertexShaderPos::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
}
std::string VertexShaderPos::GetShaderString() const {
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()
: matrix_location_(-1),
tex_transform_location_(-1),
vertex_opacity_location_(-1) {
}
void VertexShaderPosTexTransform::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix", "texTransform", "opacity",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
tex_transform_location_ = locations[1];
vertex_opacity_location_ = locations[2];
}
std::string VertexShaderPosTexTransform::GetShaderString() const {
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
}
});
}
void VertexShaderPosTexTransform::FillLocations(
ShaderLocations* locations) const {
locations->matrix = matrix_location();
locations->tex_transform = tex_transform_location();
}
std::string VertexShaderPosTexIdentity::GetShaderString() const {
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()
: matrix_location_(-1), quad_location_(-1) {
}
void VertexShaderQuad::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix", "quad",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
quad_location_ = locations[1];
}
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
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
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
}
VertexShaderQuadAA::VertexShaderQuadAA()
: matrix_location_(-1),
viewport_location_(-1),
quad_location_(-1),
edge_location_(-1) {
}
void VertexShaderQuadAA::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix", "viewport", "quad", "edge",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
viewport_location_ = locations[1];
quad_location_ = locations[2];
edge_location_ = locations[3];
}
std::string VertexShaderQuadAA::GetShaderString() const {
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()
: matrix_location_(-1),
viewport_location_(-1),
quad_location_(-1),
edge_location_(-1),
tex_transform_location_(-1) {
}
void VertexShaderQuadTexTransformAA::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix", "viewport", "quad", "edge", "texTrans",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
viewport_location_ = locations[1];
quad_location_ = locations[2];
edge_location_ = locations[3];
tex_transform_location_ = locations[4];
}
std::string VertexShaderQuadTexTransformAA::GetShaderString() const {
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;
}
});
}
void VertexShaderQuadTexTransformAA::FillLocations(
ShaderLocations* locations) const {
locations->quad = quad_location();
locations->edge = edge_location();
locations->viewport = viewport_location();
locations->matrix = matrix_location();
locations->tex_transform = tex_transform_location();
}
VertexShaderTile::VertexShaderTile()
: matrix_location_(-1),
quad_location_(-1),
vertex_tex_transform_location_(-1) {
}
void VertexShaderTile::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix", "quad", "vertexTexTransform",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
quad_location_ = locations[1];
vertex_tex_transform_location_ = locations[2];
}
std::string VertexShaderTile::GetShaderString() const {
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()
: matrix_location_(-1),
viewport_location_(-1),
quad_location_(-1),
edge_location_(-1),
vertex_tex_transform_location_(-1) {
}
void VertexShaderTileAA::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix", "viewport", "quad", "edge", "vertexTexTransform",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
viewport_location_ = locations[1];
quad_location_ = locations[2];
edge_location_ = locations[3];
vertex_tex_transform_location_ = locations[4];
}
std::string VertexShaderTileAA::GetShaderString() const {
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()
: matrix_location_(-1), tex_matrix_location_(-1) {
}
void VertexShaderVideoTransform::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix", "texMatrix",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
tex_matrix_location_ = locations[1];
}
std::string VertexShaderVideoTransform::GetShaderString() const {
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", \
"s_originalBackdropTexture", \
"backdropRect"
#define UNUSED_BLEND_MODE_UNIFORMS (!has_blend_mode() ? 3 : 0)
#define BLEND_MODE_SET_LOCATIONS(X, POS) \
if (has_blend_mode()) { \
DCHECK_LT(static_cast<size_t>(POS) + 2, arraysize(X)); \
backdrop_location_ = locations[POS]; \
original_backdrop_location_ = locations[POS + 1]; \
backdrop_rect_location_ = locations[POS + 2]; \
}
FragmentTexBlendMode::FragmentTexBlendMode()
: backdrop_location_(-1),
original_backdrop_location_(-1),
backdrop_rect_location_(-1),
blend_mode_(BLEND_MODE_NONE),
mask_for_background_(false) {
}
std::string FragmentTexBlendMode::SetBlendModeFunctions(
const std::string& shader_string) const {
if (shader_string.find("ApplyBlendMode") == std::string::npos)
return shader_string;
if (!has_blend_mode()) {
return "#define ApplyBlendMode(X, Y) (X)\n" + shader_string;
}
static const std::string kUniforms = SHADER0([]() {
uniform sampler2D s_backdropTexture;
uniform sampler2D s_originalBackdropTexture;
uniform TexCoordPrecision vec4 backdropRect;
});
std::string mixFunction;
if (mask_for_background()) {
mixFunction = SHADER0([]() {
vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) {
vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord);
vec4 original_backdrop =
texture2D(s_originalBackdropTexture, bgTexCoord);
return mix(original_backdrop, backdrop, mask);
}
});
} else {
mixFunction = SHADER0([]() {
vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) {
return texture2D(s_backdropTexture, bgTexCoord);
}
});
}
static const std::string kFunctionApplyBlendMode = SHADER0([]() {
vec4 GetBackdropColor(float mask) {
TexCoordPrecision vec2 bgTexCoord = gl_FragCoord.xy - backdropRect.xy;
bgTexCoord.x /= backdropRect.z;
bgTexCoord.y /= backdropRect.w;
return MixBackdrop(bgTexCoord, mask);
}
vec4 ApplyBlendMode(vec4 src, float mask) {
vec4 dst = GetBackdropColor(mask);
return Blend(src, dst);
}
});
return "precision mediump float;" + GetHelperFunctions() +
GetBlendFunction() + kUniforms + mixFunction +
kFunctionApplyBlendMode + shader_string;
}
std::string FragmentTexBlendMode::GetHelperFunctions() const {
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;
}
}
});
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);
}
if (maxComp > alpha && maxComp != outLum) {
outColor =
outLum +
((outColor - vec3(outLum, outLum, outLum)) * (alpha - outLum)) /
(maxComp - outLum);
}
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);
}
} 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);
}
return hueLumColor;
}
});
switch (blend_mode_) {
case BLEND_MODE_OVERLAY:
case BLEND_MODE_HARD_LIGHT:
return kFunctionHardLight;
case BLEND_MODE_COLOR_DODGE:
return kFunctionColorDodgeComponent;
case BLEND_MODE_COLOR_BURN:
return kFunctionColorBurnComponent;
case BLEND_MODE_SOFT_LIGHT:
return kFunctionSoftLightComponentPosDstAlpha;
case BLEND_MODE_HUE:
case BLEND_MODE_SATURATION:
return kFunctionLum + kFunctionSat;
case BLEND_MODE_COLOR:
case BLEND_MODE_LUMINOSITY:
return kFunctionLum;
default:
return std::string();
}
}
std::string FragmentTexBlendMode::GetBlendFunction() const {
return "vec4 Blend(vec4 src, vec4 dst) {"
" vec4 result;"
" result.a = src.a + (1.0 - src.a) * dst.a;" +
GetBlendFunctionBodyForRGB() +
" return result;"
"}";
}
std::string FragmentTexBlendMode::GetBlendFunctionBodyForRGB() const {
switch (blend_mode_) {
case BLEND_MODE_NORMAL:
return "result.rgb = src.rgb + dst.rgb * (1.0 - src.a);";
case BLEND_MODE_SCREEN:
return "result.rgb = src.rgb + (1.0 - src.rgb) * dst.rgb;";
case BLEND_MODE_LIGHTEN:
return "result.rgb = max((1.0 - src.a) * dst.rgb + src.rgb,"
" (1.0 - dst.a) * src.rgb + dst.rgb);";
case BLEND_MODE_OVERLAY:
return "result.rgb = hardLight(dst, src);";
case BLEND_MODE_DARKEN:
return "result.rgb = min((1.0 - src.a) * dst.rgb + src.rgb,"
" (1.0 - dst.a) * src.rgb + dst.rgb);";
case BLEND_MODE_COLOR_DODGE:
return "result.r = getColorDodgeComponent(src.r, src.a, dst.r, dst.a);"
"result.g = getColorDodgeComponent(src.g, src.a, dst.g, dst.a);"
"result.b = getColorDodgeComponent(src.b, src.a, dst.b, dst.a);";
case BLEND_MODE_COLOR_BURN:
return "result.r = getColorBurnComponent(src.r, src.a, dst.r, dst.a);"
"result.g = getColorBurnComponent(src.g, src.a, dst.g, dst.a);"
"result.b = getColorBurnComponent(src.b, src.a, dst.b, dst.a);";
case BLEND_MODE_HARD_LIGHT:
return "result.rgb = hardLight(src, dst);";
case BLEND_MODE_SOFT_LIGHT:
return "if (0.0 == dst.a) {"
" result.rgb = src.rgb;"
"} else {"
" result.r = getSoftLightComponent(src.r, src.a, dst.r, dst.a);"
" result.g = getSoftLightComponent(src.g, src.a, dst.g, dst.a);"
" result.b = getSoftLightComponent(src.b, src.a, dst.b, dst.a);"
"}";
case BLEND_MODE_DIFFERENCE:
return "result.rgb = src.rgb + dst.rgb -"
" 2.0 * min(src.rgb * dst.a, dst.rgb * src.a);";
case BLEND_MODE_EXCLUSION:
return "result.rgb = dst.rgb + src.rgb - 2.0 * dst.rgb * src.rgb;";
case BLEND_MODE_MULTIPLY:
return "result.rgb = (1.0 - src.a) * dst.rgb +"
" (1.0 - dst.a) * src.rgb + src.rgb * dst.rgb;";
case BLEND_MODE_HUE:
return "vec4 dstSrcAlpha = dst * src.a;"
"result.rgb ="
" set_luminance(set_saturation(src.rgb * dst.a,"
" dstSrcAlpha.rgb),"
" dstSrcAlpha.a,"
" dstSrcAlpha.rgb);"
"result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
case BLEND_MODE_SATURATION:
return "vec4 dstSrcAlpha = dst * src.a;"
"result.rgb = set_luminance(set_saturation(dstSrcAlpha.rgb,"
" src.rgb * dst.a),"
" dstSrcAlpha.a,"
" dstSrcAlpha.rgb);"
"result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
case BLEND_MODE_COLOR:
return "vec4 srcDstAlpha = src * dst.a;"
"result.rgb = set_luminance(srcDstAlpha.rgb,"
" srcDstAlpha.a,"
" dst.rgb * src.a);"
"result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
case BLEND_MODE_LUMINOSITY:
return "vec4 srcDstAlpha = src * dst.a;"
"result.rgb = set_luminance(dst.rgb * src.a,"
" srcDstAlpha.a,"
" srcDstAlpha.rgb);"
"result.rgb += (1.0 - src.a) * dst.rgb + (1.0 - dst.a) * src.rgb;";
case BLEND_MODE_NONE:
NOTREACHED();
}
return "result = vec4(1.0, 0.0, 0.0, 1.0);";
}
FragmentTexAlphaBinding::FragmentTexAlphaBinding()
: sampler_location_(-1), alpha_location_(-1) {
}
void FragmentTexAlphaBinding::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture", "alpha", BLEND_MODE_UNIFORMS,
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
alpha_location_ = locations[1];
BLEND_MODE_SET_LOCATIONS(locations, 2);
}
FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding()
: sampler_location_(-1),
alpha_location_(-1),
color_matrix_location_(-1),
color_offset_location_(-1) {
}
void FragmentTexColorMatrixAlphaBinding::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS,
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
alpha_location_ = locations[1];
color_matrix_location_ = locations[2];
color_offset_location_ = locations[3];
BLEND_MODE_SET_LOCATIONS(locations, 4);
}
FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() : sampler_location_(-1) {
}
void FragmentTexOpaqueBinding::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
}
std::string FragmentShaderRGBATexAlpha::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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, 0.0);
}
});
}
void FragmentShaderRGBATexAlpha::FillLocations(
ShaderLocations* locations) const {
locations->sampler = sampler_location();
locations->alpha = alpha_location();
locations->backdrop = backdrop_location();
locations->backdrop_rect = backdrop_rect_location();
}
std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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, 0.0);
}
});
}
void FragmentShaderRGBATexColorMatrixAlpha::FillLocations(
ShaderLocations* locations) const {
locations->sampler = sampler_location();
locations->alpha = alpha_location();
locations->color_matrix = color_matrix_location();
locations->color_offset = color_offset_location();
locations->backdrop = backdrop_location();
locations->backdrop_rect = backdrop_rect_location();
}
std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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 {
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()
: background_color_location_(-1), sampler_location_(-1) {
}
void FragmentTexBackgroundBinding::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture", "background_color",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
DCHECK_NE(sampler_location_, -1);
background_color_location_ = locations[1];
DCHECK_NE(background_color_location_, -1);
}
std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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 {
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 {
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 {
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 {
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 {
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()
: sampler_location_(-1), alpha_location_(-1) {
}
void FragmentShaderRGBATexAlphaAA::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture", "alpha", BLEND_MODE_UNIFORMS,
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
alpha_location_ = locations[1];
BLEND_MODE_SET_LOCATIONS(locations, 2);
}
std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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, 0.0);
}
});
}
void FragmentShaderRGBATexAlphaAA::FillLocations(
ShaderLocations* locations) const {
locations->sampler = sampler_location();
locations->alpha = alpha_location();
locations->backdrop = backdrop_location();
locations->backdrop_rect = backdrop_rect_location();
}
FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
: sampler_location_(-1),
alpha_location_(-1),
fragment_tex_transform_location_(-1) {
}
void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture", "alpha", "fragmentTexTransform",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
alpha_location_ = locations[1];
fragment_tex_transform_location_ = locations[2];
}
std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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 {
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()
: sampler_location_(-1),
mask_sampler_location_(-1),
alpha_location_(-1),
mask_tex_coord_scale_location_(-1) {
}
void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"s_mask",
"alpha",
"maskTexCoordScale",
"maskTexCoordOffset",
BLEND_MODE_UNIFORMS,
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
mask_sampler_location_ = locations[1];
alpha_location_ = locations[2];
mask_tex_coord_scale_location_ = locations[3];
mask_tex_coord_offset_location_ = locations[4];
BLEND_MODE_SET_LOCATIONS(locations, 5);
}
std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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, maskColor.w);
}
});
}
void FragmentShaderRGBATexAlphaMask::FillLocations(
ShaderLocations* locations) const {
locations->sampler = sampler_location();
locations->mask_sampler = mask_sampler_location();
locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
locations->alpha = alpha_location();
locations->backdrop = backdrop_location();
locations->backdrop_rect = backdrop_rect_location();
if (mask_for_background())
locations->original_backdrop = original_backdrop_location();
}
FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
: sampler_location_(-1),
mask_sampler_location_(-1),
alpha_location_(-1),
mask_tex_coord_scale_location_(-1),
mask_tex_coord_offset_location_(-1) {
}
void FragmentShaderRGBATexAlphaMaskAA::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"s_mask",
"alpha",
"maskTexCoordScale",
"maskTexCoordOffset",
BLEND_MODE_UNIFORMS,
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
mask_sampler_location_ = locations[1];
alpha_location_ = locations[2];
mask_tex_coord_scale_location_ = locations[3];
mask_tex_coord_offset_location_ = locations[4];
BLEND_MODE_SET_LOCATIONS(locations, 5);
}
std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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, maskColor.w);
}
});
}
void FragmentShaderRGBATexAlphaMaskAA::FillLocations(
ShaderLocations* locations) const {
locations->sampler = sampler_location();
locations->mask_sampler = mask_sampler_location();
locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
locations->alpha = alpha_location();
locations->backdrop = backdrop_location();
locations->backdrop_rect = backdrop_rect_location();
if (mask_for_background())
locations->original_backdrop = original_backdrop_location();
}
FragmentShaderRGBATexAlphaMaskColorMatrixAA::
FragmentShaderRGBATexAlphaMaskColorMatrixAA()
: sampler_location_(-1),
mask_sampler_location_(-1),
alpha_location_(-1),
mask_tex_coord_scale_location_(-1),
color_matrix_location_(-1),
color_offset_location_(-1) {
}
void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"s_mask",
"alpha",
"maskTexCoordScale",
"maskTexCoordOffset",
"colorMatrix",
"colorOffset",
BLEND_MODE_UNIFORMS,
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
mask_sampler_location_ = locations[1];
alpha_location_ = locations[2];
mask_tex_coord_scale_location_ = locations[3];
mask_tex_coord_offset_location_ = locations[4];
color_matrix_location_ = locations[5];
color_offset_location_ = locations[6];
BLEND_MODE_SET_LOCATIONS(locations, 7);
}
std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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, maskColor.w);
}
});
}
void FragmentShaderRGBATexAlphaMaskColorMatrixAA::FillLocations(
ShaderLocations* locations) const {
locations->sampler = sampler_location();
locations->alpha = alpha_location();
locations->mask_sampler = mask_sampler_location();
locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
locations->color_matrix = color_matrix_location();
locations->color_offset = color_offset_location();
locations->backdrop = backdrop_location();
locations->backdrop_rect = backdrop_rect_location();
if (mask_for_background())
locations->original_backdrop = original_backdrop_location();
}
FragmentShaderRGBATexAlphaColorMatrixAA::
FragmentShaderRGBATexAlphaColorMatrixAA()
: sampler_location_(-1),
alpha_location_(-1),
color_matrix_location_(-1),
color_offset_location_(-1) {
}
void FragmentShaderRGBATexAlphaColorMatrixAA::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture", "alpha", "colorMatrix", "colorOffset", BLEND_MODE_UNIFORMS,
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
alpha_location_ = locations[1];
color_matrix_location_ = locations[2];
color_offset_location_ = locations[3];
BLEND_MODE_SET_LOCATIONS(locations, 4);
}
std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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, 0.0);
}
});
}
void FragmentShaderRGBATexAlphaColorMatrixAA::FillLocations(
ShaderLocations* locations) const {
locations->sampler = sampler_location();
locations->alpha = alpha_location();
locations->color_matrix = color_matrix_location();
locations->color_offset = color_offset_location();
locations->backdrop = backdrop_location();
locations->backdrop_rect = backdrop_rect_location();
}
FragmentShaderRGBATexAlphaMaskColorMatrix::
FragmentShaderRGBATexAlphaMaskColorMatrix()
: sampler_location_(-1),
mask_sampler_location_(-1),
alpha_location_(-1),
mask_tex_coord_scale_location_(-1) {
}
void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"s_mask",
"alpha",
"maskTexCoordScale",
"maskTexCoordOffset",
"colorMatrix",
"colorOffset",
BLEND_MODE_UNIFORMS,
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms) - UNUSED_BLEND_MODE_UNIFORMS,
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
mask_sampler_location_ = locations[1];
alpha_location_ = locations[2];
mask_tex_coord_scale_location_ = locations[3];
mask_tex_coord_offset_location_ = locations[4];
color_matrix_location_ = locations[5];
color_offset_location_ = locations[6];
BLEND_MODE_SET_LOCATIONS(locations, 7);
}
std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
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, maskColor.w);
}
});
}
void FragmentShaderRGBATexAlphaMaskColorMatrix::FillLocations(
ShaderLocations* locations) const {
locations->sampler = sampler_location();
locations->mask_sampler = mask_sampler_location();
locations->mask_tex_coord_scale = mask_tex_coord_scale_location();
locations->mask_tex_coord_offset = mask_tex_coord_offset_location();
locations->alpha = alpha_location();
locations->color_matrix = color_matrix_location();
locations->color_offset = color_offset_location();
locations->backdrop = backdrop_location();
locations->backdrop_rect = backdrop_rect_location();
if (mask_for_background())
locations->original_backdrop = original_backdrop_location();
}
FragmentShaderYUVVideo::FragmentShaderYUVVideo()
: y_texture_location_(-1),
u_texture_location_(-1),
v_texture_location_(-1),
alpha_location_(-1),
yuv_matrix_location_(-1),
yuv_adj_location_(-1),
ya_clamp_rect_location_(-1),
uv_clamp_rect_location_(-1) {
}
void FragmentShaderYUVVideo::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {"y_texture",
"u_texture",
"v_texture",
"alpha",
"yuv_matrix",
"yuv_adj",
"ya_clamp_rect",
"uv_clamp_rect"};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
y_texture_location_ = locations[0];
u_texture_location_ = locations[1];
v_texture_location_ = locations[2];
alpha_location_ = locations[3];
yuv_matrix_location_ = locations[4];
yuv_adj_location_ = locations[5];
ya_clamp_rect_location_ = locations[6];
uv_clamp_rect_location_ = locations[7];
}
std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision,
SamplerType sampler) const {
return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
}
std::string FragmentShaderYUVVideo::GetShaderHead() {
return SHADER0([]() {
precision mediump float;
precision mediump int;
varying TexCoordPrecision vec2 v_yaTexCoord;
varying TexCoordPrecision vec2 v_uvTexCoord;
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 ya_clamp_rect;
uniform vec4 uv_clamp_rect;
});
}
std::string FragmentShaderYUVVideo::GetShaderBody() {
return SHADER0([]() {
void main() {
vec2 ya_clamped =
max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord));
float y_raw = TextureLookup(y_texture, ya_clamped).x;
vec2 uv_clamped =
max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord));
float u_unsigned = TextureLookup(u_texture, uv_clamped).x;
float v_unsigned = TextureLookup(v_texture, uv_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()
: y_texture_location_(-1),
u_texture_location_(-1),
v_texture_location_(-1),
a_texture_location_(-1),
alpha_location_(-1),
yuv_matrix_location_(-1),
yuv_adj_location_(-1) {
}
void FragmentShaderYUVAVideo::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"y_texture",
"u_texture",
"v_texture",
"a_texture",
"alpha",
"cc_matrix",
"yuv_adj",
"ya_clamp_rect",
"uv_clamp_rect",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
y_texture_location_ = locations[0];
u_texture_location_ = locations[1];
v_texture_location_ = locations[2];
a_texture_location_ = locations[3];
alpha_location_ = locations[4];
yuv_matrix_location_ = locations[5];
yuv_adj_location_ = locations[6];
ya_clamp_rect_location_ = locations[7];
uv_clamp_rect_location_ = locations[8];
}
std::string FragmentShaderYUVAVideo::GetShaderString(
TexCoordPrecision precision,
SamplerType sampler) const {
return FRAGMENT_SHADER(GetShaderHead(), GetShaderBody());
}
std::string FragmentShaderYUVAVideo::GetShaderHead() {
return SHADER0([]() {
precision mediump float;
precision mediump int;
varying TexCoordPrecision vec2 v_yaTexCoord;
varying TexCoordPrecision vec2 v_uvTexCoord;
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 ya_clamp_rect;
uniform vec4 uv_clamp_rect;
});
}
std::string FragmentShaderYUVAVideo::GetShaderBody() {
return SHADER0([]() {
void main() {
vec2 ya_clamped =
max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord));
float y_raw = TextureLookup(y_texture, ya_clamped).x;
vec2 uv_clamped =
max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord));
float u_unsigned = TextureLookup(u_texture, uv_clamped).x;
float v_unsigned = TextureLookup(v_texture, uv_clamped).x;
float a_raw = TextureLookup(a_texture, ya_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) {
}
void FragmentShaderColor::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"color",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
color_location_ = locations[0];
}
std::string FragmentShaderColor::GetShaderString(TexCoordPrecision precision,
SamplerType sampler) const {
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) {
}
void FragmentShaderColorAA::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"color",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
color_location_ = locations[0];
}
std::string FragmentShaderColorAA::GetShaderString(TexCoordPrecision precision,
SamplerType sampler) const {
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;
}
});
}
} // namespace cc