| // 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 "cc/output/gl_renderer.h" // For the GLC() macro. |
| #include "third_party/WebKit/public/platform/WebGraphicsContext3D.h" |
| #include "third_party/khronos/GLES2/gl2.h" |
| |
| #define SHADER0(Src) #Src |
| #define VERTEX_SHADER(Src) SetVertexTexCoordPrecision(SHADER0(Src)) |
| #define FRAGMENT_SHADER(Src) SetFragTexCoordPrecision(precision, SHADER0(Src)) |
| |
| using WebKit::WebGraphicsContext3D; |
| |
| namespace cc { |
| |
| namespace { |
| |
| static void GetProgramUniformLocations(WebGraphicsContext3D* context, |
| unsigned program, |
| const char** shader_uniforms, |
| size_t count, |
| size_t max_locations, |
| int* locations, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| for (size_t uniform_index = 0; uniform_index < count; uniform_index ++) { |
| DCHECK(uniform_index < max_locations); |
| |
| if (using_bind_uniform) { |
| locations[uniform_index] = (*base_uniform_index)++; |
| context->bindUniformLocationCHROMIUM(program, |
| locations[uniform_index], |
| shader_uniforms[uniform_index]); |
| } else { |
| locations[uniform_index] = |
| context->getUniformLocation(program, shader_uniforms[uniform_index]); |
| } |
| } |
| } |
| |
| static std::string SetFragTexCoordPrecision( |
| TexCoordPrecision requested_precision, std::string shader_string) { |
| switch (requested_precision) { |
| case TexCoordPrecisionHigh: |
| 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 TexCoordPrecisionMedium: |
| DCHECK_NE(shader_string.find("TexCoordPrecision"), std::string::npos); |
| return "#define TexCoordPrecision mediump\n" + |
| shader_string; |
| case TexCoordPrecisionNA: |
| DCHECK_EQ(shader_string.find("TexCoordPrecision"), std::string::npos); |
| DCHECK_EQ(shader_string.find("texture2D"), std::string::npos); |
| return shader_string; |
| } |
| return shader_string; |
| } |
| |
| static std::string SetVertexTexCoordPrecision(const char* shader_string) { |
| // We unconditionally use highp in the vertex shader since |
| // we are unlikely to be vertex shader bound when drawing large quads. |
| // Also, some vertex shaders mutate the texture coordinate in such a |
| // way that the effective precision might be lower than expected. |
| return "#define TexCoordPrecision highp\n" + |
| std::string(shader_string); |
| } |
| |
| TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* 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; |
| GLC(context, 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 TexCoordPrecisionHigh; |
| return TexCoordPrecisionMedium; |
| } |
| |
| } // namespace |
| |
| TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context, |
| int *highp_threshold_cache, |
| int highp_threshold_min, |
| gfx::Point max_coordinate) { |
| return TexCoordPrecisionRequired(context, |
| highp_threshold_cache, highp_threshold_min, |
| max_coordinate.x(), max_coordinate.y()); |
| } |
| |
| TexCoordPrecision TexCoordPrecisionRequired(WebGraphicsContext3D* context, |
| int *highp_threshold_cache, |
| int highp_threshold_min, |
| 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(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "matrix", |
| }; |
| int locations[1]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| matrix_location_ = locations[0]; |
| DCHECK_NE(matrix_location_, -1); |
| } |
| |
| std::string VertexShaderPosTex::GetShaderString() const { |
| return VERTEX_SHADER( |
| attribute vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| uniform mat4 matrix; |
| varying TexCoordPrecision vec2 v_texCoord; |
| void main() { |
| gl_Position = matrix * a_position; |
| v_texCoord = a_texCoord; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() |
| : matrix_location_(-1), |
| tex_scale_location_(-1) {} |
| |
| void VertexShaderPosTexYUVStretch::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "matrix", |
| "texScale", |
| }; |
| int locations[2]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| matrix_location_ = locations[0]; |
| tex_scale_location_ = locations[1]; |
| DCHECK(matrix_location_ != -1 && tex_scale_location_ != -1); |
| } |
| |
| std::string VertexShaderPosTexYUVStretch::GetShaderString() const { |
| return VERTEX_SHADER( |
| precision mediump float; |
| attribute vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| uniform mat4 matrix; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform TexCoordPrecision vec2 texScale; |
| void main() { |
| gl_Position = matrix * a_position; |
| v_texCoord = a_texCoord * texScale; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| VertexShaderPos::VertexShaderPos() |
| : matrix_location_(-1) {} |
| |
| void VertexShaderPos::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "matrix", |
| }; |
| int locations[1]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| matrix_location_ = locations[0]; |
| DCHECK_NE(matrix_location_, -1); |
| } |
| |
| std::string VertexShaderPos::GetShaderString() const { |
| return VERTEX_SHADER( |
| attribute vec4 a_position; |
| uniform mat4 matrix; |
| void main() { |
| gl_Position = matrix * a_position; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| VertexShaderPosTexTransform::VertexShaderPosTexTransform() |
| : matrix_location_(-1), |
| tex_transform_location_(-1), |
| vertex_opacity_location_(-1) {} |
| |
| void VertexShaderPosTexTransform::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "matrix", |
| "texTransform", |
| "opacity", |
| }; |
| int locations[3]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| matrix_location_ = locations[0]; |
| tex_transform_location_ = locations[1]; |
| vertex_opacity_location_ = locations[2]; |
| DCHECK(matrix_location_ != -1 && tex_transform_location_ != -1 && |
| vertex_opacity_location_ != -1); |
| } |
| |
| std::string VertexShaderPosTexTransform::GetShaderString() const { |
| return VERTEX_SHADER( |
| attribute vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| attribute float a_index; |
| uniform mat4 matrix[8]; |
| uniform TexCoordPrecision vec4 texTransform[8]; |
| uniform float opacity[32]; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying float v_alpha; |
| void main() { |
| gl_Position = matrix[int(a_index * 0.25)] * a_position; // NOLINT |
| TexCoordPrecision vec4 texTrans = |
| texTransform[int(a_index * 0.25)]; // NOLINT |
| v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| v_alpha = opacity[int(a_index)]; // NOLINT |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string VertexShaderPosTexTransformFlip::GetShaderString() const { |
| return VERTEX_SHADER( |
| attribute vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| attribute float a_index; |
| uniform mat4 matrix[8]; |
| uniform TexCoordPrecision vec4 texTransform[8]; |
| uniform float opacity[32]; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying float v_alpha; |
| void main() { |
| gl_Position = matrix[int(a_index * 0.25)] * a_position; // NOLINT |
| TexCoordPrecision vec4 texTrans = |
| texTransform[int(a_index * 0.25)]; // NOLINT |
| v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; |
| v_texCoord.y = 1.0 - v_texCoord.y; |
| v_alpha = opacity[int(a_index)]; // NOLINT |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string VertexShaderPosTexIdentity::GetShaderString() const { |
| return VERTEX_SHADER( |
| attribute vec4 a_position; |
| varying TexCoordPrecision vec2 v_texCoord; |
| void main() { |
| gl_Position = a_position; |
| v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| VertexShaderQuad::VertexShaderQuad() |
| : matrix_location_(-1), |
| quad_location_(-1) {} |
| |
| void VertexShaderQuad::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "matrix", |
| "quad", |
| }; |
| int locations[2]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| matrix_location_ = locations[0]; |
| quad_location_ = locations[1]; |
| DCHECK_NE(matrix_location_, -1); |
| DCHECK_NE(quad_location_, -1); |
| } |
| |
| std::string VertexShaderQuad::GetShaderString() const { |
| #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 VERTEX_SHADER( |
| attribute TexCoordPrecision vec4 a_position; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform TexCoordPrecision vec2 quad[4]; |
| uniform TexCoordPrecision vec2 dummy_uniform; |
| varying TexCoordPrecision vec2 dummy_varying; |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4( |
| pos.x, pos.y, a_position.z, a_position.w); |
| dummy_varying = dummy_uniform; |
| } |
| ); // NOLINT(whitespace/parens) |
| #else |
| return VERTEX_SHADER( |
| attribute TexCoordPrecision vec4 a_position; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform TexCoordPrecision vec2 quad[4]; |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4( |
| pos.x, pos.y, a_position.z, a_position.w); |
| } |
| ); // NOLINT(whitespace/parens) |
| #endif |
| } |
| |
| VertexShaderQuadTexTransform::VertexShaderQuadTexTransform() |
| : matrix_location_(-1), |
| quad_location_(-1), |
| tex_transform_location_(-1) {} |
| |
| void VertexShaderQuadTexTransform::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "matrix", |
| "quad", |
| "texTrans", |
| }; |
| int locations[3]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| matrix_location_ = locations[0]; |
| quad_location_ = locations[1]; |
| tex_transform_location_ = locations[2]; |
| DCHECK_NE(matrix_location_, -1); |
| DCHECK_NE(quad_location_, -1); |
| DCHECK_NE(tex_transform_location_, -1); |
| } |
| |
| std::string VertexShaderQuadTexTransform::GetShaderString() const { |
| return VERTEX_SHADER( |
| attribute TexCoordPrecision vec4 a_position; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform TexCoordPrecision vec2 quad[4]; |
| uniform TexCoordPrecision vec4 texTrans; |
| varying TexCoordPrecision vec2 v_texCoord; |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4( |
| pos.x, pos.y, a_position.z, a_position.w); |
| v_texCoord = (pos.xy + vec2(0.5)) * texTrans.zw + texTrans.xy; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| VertexShaderTile::VertexShaderTile() |
| : matrix_location_(-1), |
| quad_location_(-1), |
| vertex_tex_transform_location_(-1) {} |
| |
| void VertexShaderTile::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "matrix", |
| "quad", |
| "vertexTexTransform", |
| }; |
| int locations[3]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| matrix_location_ = locations[0]; |
| quad_location_ = locations[1]; |
| vertex_tex_transform_location_ = locations[2]; |
| DCHECK(matrix_location_ != -1 && quad_location_ != -1 && |
| vertex_tex_transform_location_ != -1); |
| } |
| |
| std::string VertexShaderTile::GetShaderString() const { |
| return VERTEX_SHADER( |
| attribute TexCoordPrecision vec4 a_position; |
| attribute float a_index; |
| uniform mat4 matrix; |
| uniform TexCoordPrecision vec2 quad[4]; |
| uniform TexCoordPrecision vec4 vertexTexTransform; |
| varying TexCoordPrecision vec2 v_texCoord; |
| void main() { |
| vec2 pos = quad[int(a_index)]; // NOLINT |
| gl_Position = matrix * vec4( |
| pos.x, pos.y, a_position.z, a_position.w); |
| v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| VertexShaderVideoTransform::VertexShaderVideoTransform() |
| : matrix_location_(-1), |
| tex_matrix_location_(-1) {} |
| |
| bool VertexShaderVideoTransform::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "matrix", |
| "texMatrix", |
| }; |
| int locations[2]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| matrix_location_ = locations[0]; |
| tex_matrix_location_ = locations[1]; |
| return matrix_location_ != -1 && tex_matrix_location_ != -1; |
| } |
| |
| std::string VertexShaderVideoTransform::GetShaderString() const { |
| return VERTEX_SHADER( |
| attribute vec4 a_position; |
| attribute TexCoordPrecision vec2 a_texCoord; |
| uniform mat4 matrix; |
| uniform TexCoordPrecision mat4 texMatrix; |
| varying TexCoordPrecision vec2 v_texCoord; |
| void main() { |
| gl_Position = matrix * a_position; |
| v_texCoord = |
| vec2(texMatrix * vec4(a_texCoord.x, 1.0 - a_texCoord.y, 0.0, 1.0)); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentTexAlphaBinding::FragmentTexAlphaBinding() |
| : sampler_location_(-1), |
| alpha_location_(-1) {} |
| |
| void FragmentTexAlphaBinding::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| "alpha", |
| }; |
| int locations[2]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| DCHECK(sampler_location_ != -1 && alpha_location_ != -1); |
| } |
| |
| FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding() |
| : sampler_location_(-1), |
| alpha_location_(-1), |
| color_matrix_location_(-1), |
| color_offset_location_(-1) {} |
| |
| void FragmentTexColorMatrixAlphaBinding::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| "alpha", |
| "colorMatrix", |
| "colorOffset", |
| }; |
| int locations[4]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| color_matrix_location_ = locations[2]; |
| color_offset_location_ = locations[3]; |
| DCHECK(sampler_location_ != -1 && alpha_location_ != -1 && |
| color_matrix_location_ != -1 && color_offset_location_ != -1); |
| } |
| |
| FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() |
| : sampler_location_(-1) {} |
| |
| void FragmentTexOpaqueBinding::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| }; |
| int locations[1]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| DCHECK_NE(sampler_location_, -1); |
| } |
| |
| FragmentShaderOESImageExternal::FragmentShaderOESImageExternal() |
| : sampler_location_(-1) {} |
| |
| bool FragmentShaderOESImageExternal::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| }; |
| int locations[1]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| return sampler_location_ != -1; |
| } |
| |
| std::string FragmentShaderOESImageExternal::GetShaderString( |
| TexCoordPrecision precision) const { |
| // Cannot use the SHADER() macro because of the '#' char |
| return "#extension GL_OES_EGL_image_external : require\n" + |
| FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform samplerExternalOES s_texture; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string FragmentShaderRGBATexAlpha::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform float alpha; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| gl_FragColor = texColor * alpha; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform float alpha; |
| uniform mat4 colorMatrix; |
| uniform vec4 colorOffset; |
| 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); |
| gl_FragColor = texColor * alpha; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying float v_alpha; |
| uniform sampler2D s_texture; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| gl_FragColor = texColor * v_alpha; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string FragmentShaderRGBATexRectVaryingAlpha::GetShaderString( |
| TexCoordPrecision precision) const { |
| return "#extension GL_ARB_texture_rectangle : require\n" + |
| FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| varying float v_alpha; |
| uniform sampler2DRect s_texture; |
| void main() { |
| vec4 texColor = texture2DRect(s_texture, v_texCoord); |
| gl_FragColor = texColor * v_alpha; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string FragmentShaderRGBATexOpaque::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| gl_FragColor = vec4(texColor.rgb, 1.0); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string FragmentShaderRGBATex::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| void main() { |
| gl_FragColor = texture2D(s_texture, v_texCoord); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform float alpha; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| gl_FragColor = |
| vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string FragmentShaderRGBATexSwizzleOpaque::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() |
| : sampler_location_(-1), |
| alpha_location_(-1), |
| edge_location_(-1) {} |
| |
| void FragmentShaderRGBATexAlphaAA::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| "alpha", |
| "edge", |
| }; |
| int locations[3]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| edge_location_ = locations[2]; |
| DCHECK(sampler_location_ != -1 && alpha_location_ != -1 && |
| edge_location_ != -1); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaAA::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform float alpha; |
| uniform vec3 edge[8]; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| vec3 pos = vec3(gl_FragCoord.xy, 1); |
| float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), |
| min(a4, a6) * min(a5, a7)); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() |
| : sampler_location_(-1), |
| alpha_location_(-1), |
| fragment_tex_transform_location_(-1), |
| edge_location_(-1) {} |
| |
| void FragmentTexClampAlphaAABinding::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| "alpha", |
| "fragmentTexTransform", |
| "edge", |
| }; |
| int locations[4]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| fragment_tex_transform_location_ = locations[2]; |
| edge_location_ = locations[3]; |
| DCHECK(sampler_location_ != -1 && alpha_location_ != -1 && |
| fragment_tex_transform_location_ != -1 && edge_location_ != -1); |
| } |
| |
| std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform float alpha; |
| uniform TexCoordPrecision vec4 fragmentTexTransform; |
| uniform vec3 edge[8]; |
| void main() { |
| TexCoordPrecision vec2 texCoord = |
| clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
| fragmentTexTransform.xy; |
| vec4 texColor = texture2D(s_texture, texCoord); |
| vec3 pos = vec3(gl_FragCoord.xy, 1); |
| float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), |
| min(a4, a6) * min(a5, a7)); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform float alpha; |
| uniform TexCoordPrecision vec4 fragmentTexTransform; |
| uniform vec3 edge[8]; |
| void main() { |
| TexCoordPrecision vec2 texCoord = |
| clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + |
| fragmentTexTransform.xy; |
| vec4 texColor = texture2D(s_texture, texCoord); |
| vec3 pos = vec3(gl_FragCoord.xy, 1); |
| float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * |
| alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() |
| : sampler_location_(-1), |
| mask_sampler_location_(-1), |
| alpha_location_(-1), |
| mask_tex_coord_scale_location_(-1) {} |
| |
| void FragmentShaderRGBATexAlphaMask::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| }; |
| int locations[5]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| 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]; |
| DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 && |
| alpha_location_ != -1); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMask::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform sampler2D s_mask; |
| uniform TexCoordPrecision vec2 maskTexCoordScale; |
| uniform TexCoordPrecision vec2 maskTexCoordOffset; |
| uniform float alpha; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| TexCoordPrecision vec2 maskTexCoord = |
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| gl_FragColor = vec4(texColor.x, texColor.y, |
| texColor.z, texColor.w) * alpha * maskColor.w; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() |
| : sampler_location_(-1), |
| mask_sampler_location_(-1), |
| alpha_location_(-1), |
| edge_location_(-1), |
| mask_tex_coord_scale_location_(-1) {} |
| |
| void FragmentShaderRGBATexAlphaMaskAA::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "edge", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| }; |
| int locations[6]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| mask_sampler_location_ = locations[1]; |
| alpha_location_ = locations[2]; |
| edge_location_ = locations[3]; |
| mask_tex_coord_scale_location_ = locations[4]; |
| mask_tex_coord_offset_location_ = locations[5]; |
| DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 && |
| alpha_location_ != -1 && edge_location_ != -1); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform sampler2D s_mask; |
| uniform TexCoordPrecision vec2 maskTexCoordScale; |
| uniform TexCoordPrecision vec2 maskTexCoordOffset; |
| uniform float alpha; |
| uniform vec3 edge[8]; |
| 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 = texture2D(s_mask, maskTexCoord); |
| vec3 pos = vec3(gl_FragCoord.xy, 1); |
| float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * |
| alpha * maskColor.w * min(min(a0, a2) * min(a1, a3), |
| min(a4, a6) * min(a5, a7)); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentShaderRGBATexAlphaMaskColorMatrixAA:: |
| FragmentShaderRGBATexAlphaMaskColorMatrixAA() |
| : sampler_location_(-1), |
| mask_sampler_location_(-1), |
| alpha_location_(-1), |
| edge_location_(-1), |
| mask_tex_coord_scale_location_(-1), |
| color_matrix_location_(-1), |
| color_offset_location_(-1) {} |
| |
| void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init( |
| WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "edge", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| "colorMatrix", |
| "colorOffset", |
| }; |
| int locations[8]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| mask_sampler_location_ = locations[1]; |
| alpha_location_ = locations[2]; |
| edge_location_ = locations[3]; |
| mask_tex_coord_scale_location_ = locations[4]; |
| mask_tex_coord_offset_location_ = locations[5]; |
| color_matrix_location_ = locations[6]; |
| color_offset_location_ = locations[7]; |
| DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 && |
| alpha_location_ != -1 && edge_location_ != -1 && |
| color_matrix_location_ != -1 && color_offset_location_ != -1); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform sampler2D s_mask; |
| uniform vec2 maskTexCoordScale; |
| uniform vec2 maskTexCoordOffset; |
| uniform mat4 colorMatrix; |
| uniform vec4 colorOffset; |
| uniform float alpha; |
| uniform vec3 edge[8]; |
| 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 = texture2D(s_mask, maskTexCoord); |
| vec3 pos = vec3(gl_FragCoord.xy, 1); |
| float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| gl_FragColor = |
| vec4(texColor.x, texColor.y, texColor.z, texColor.w) * |
| alpha * maskColor.w * min(min(a0, a2) * min(a1, a3), min(a4, a6) * |
| min(a5, a7)); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentShaderRGBATexAlphaColorMatrixAA:: |
| FragmentShaderRGBATexAlphaColorMatrixAA() |
| : sampler_location_(-1), |
| alpha_location_(-1), |
| edge_location_(-1), |
| color_matrix_location_(-1), |
| color_offset_location_(-1) {} |
| |
| void FragmentShaderRGBATexAlphaColorMatrixAA::Init( |
| WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| "alpha", |
| "edge", |
| "colorMatrix", |
| "colorOffset", |
| }; |
| int locations[5]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| sampler_location_ = locations[0]; |
| alpha_location_ = locations[1]; |
| edge_location_ = locations[2]; |
| color_matrix_location_ = locations[3]; |
| color_offset_location_ = locations[4]; |
| DCHECK(sampler_location_ != -1 && alpha_location_ != -1 && |
| edge_location_ != -1 && color_matrix_location_ != -1 && |
| color_offset_location_ != -1); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform float alpha; |
| uniform mat4 colorMatrix; |
| uniform vec4 colorOffset; |
| uniform vec3 edge[8]; |
| 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); |
| vec3 pos = vec3(gl_FragCoord.xy, 1); |
| float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * |
| alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentShaderRGBATexAlphaMaskColorMatrix:: |
| FragmentShaderRGBATexAlphaMaskColorMatrix() |
| : sampler_location_(-1), |
| mask_sampler_location_(-1), |
| alpha_location_(-1), |
| mask_tex_coord_scale_location_(-1) {} |
| |
| void FragmentShaderRGBATexAlphaMaskColorMatrix::Init( |
| WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "s_texture", |
| "s_mask", |
| "alpha", |
| "maskTexCoordScale", |
| "maskTexCoordOffset", |
| "colorMatrix", |
| "colorOffset", |
| }; |
| int locations[7]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| 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]; |
| DCHECK(sampler_location_ != -1 && mask_sampler_location_ != -1 && |
| alpha_location_ != -1 && color_matrix_location_ != -1 && |
| color_offset_location_ != -1); |
| } |
| |
| std::string FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform sampler2D s_mask; |
| uniform vec2 maskTexCoordScale; |
| uniform vec2 maskTexCoordOffset; |
| uniform mat4 colorMatrix; |
| uniform vec4 colorOffset; |
| uniform float alpha; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| float nonZeroAlpha = max(texColor.a, 0.00001); |
| texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha); |
| texColor = colorMatrix * texColor + colorOffset; |
| texColor.rgb *= texColor.a; |
| texColor = clamp(texColor, 0.0, 1.0); |
| TexCoordPrecision vec2 maskTexCoord = |
| vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, |
| maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); |
| vec4 maskColor = texture2D(s_mask, maskTexCoord); |
| gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * |
| alpha * maskColor.w; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| 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) {} |
| |
| void FragmentShaderYUVVideo::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "y_texture", |
| "u_texture", |
| "v_texture", |
| "alpha", |
| "yuv_matrix", |
| "yuv_adj", |
| }; |
| int locations[6]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| 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]; |
| |
| DCHECK(y_texture_location_ != -1 && u_texture_location_ != -1 && |
| v_texture_location_ != -1 && alpha_location_ != -1 && |
| yuv_matrix_location_ != -1 && yuv_adj_location_ != -1); |
| } |
| |
| std::string FragmentShaderYUVVideo::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| precision mediump int; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D y_texture; |
| uniform sampler2D u_texture; |
| uniform sampler2D v_texture; |
| uniform float alpha; |
| uniform vec3 yuv_adj; |
| uniform mat3 yuv_matrix; |
| void main() { |
| float y_raw = texture2D(y_texture, v_texCoord).x; |
| float u_unsigned = texture2D(u_texture, v_texCoord).x; |
| float v_unsigned = texture2D(v_texture, v_texCoord).x; |
| vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
| vec3 rgb = yuv_matrix * yuv; |
| gl_FragColor = vec4(rgb, float(1)) * alpha; // NOLINT |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| 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(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "y_texture", |
| "u_texture", |
| "v_texture", |
| "a_texture", |
| "alpha", |
| "cc_matrix", |
| "yuv_adj", |
| }; |
| int locations[7]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| 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]; |
| |
| DCHECK(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); |
| } |
| |
| std::string FragmentShaderYUVAVideo::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| precision mediump int; |
| varying TexCoordPrecision vec2 v_texCoord; |
| uniform sampler2D y_texture; |
| uniform sampler2D u_texture; |
| uniform sampler2D v_texture; |
| uniform sampler2D a_texture; |
| uniform float alpha; |
| uniform vec3 yuv_adj; |
| uniform mat3 yuv_matrix; |
| void main() { |
| float y_raw = texture2D(y_texture, v_texCoord).x; |
| float u_unsigned = texture2D(u_texture, v_texCoord).x; |
| float v_unsigned = texture2D(v_texture, v_texCoord).x; |
| float a_raw = texture2D(a_texture, v_texCoord).x; |
| vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
| vec3 rgb = yuv_matrix * yuv; |
| gl_FragColor = vec4(rgb, a_raw) * alpha; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentShaderColor::FragmentShaderColor() |
| : color_location_(-1) {} |
| |
| void FragmentShaderColor::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "color", |
| }; |
| int locations[1]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| color_location_ = locations[0]; |
| DCHECK_NE(color_location_, -1); |
| } |
| |
| std::string FragmentShaderColor::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| uniform vec4 color; |
| void main() { |
| gl_FragColor = color; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentShaderColorAA::FragmentShaderColorAA() |
| : edge_location_(-1), |
| color_location_(-1) {} |
| |
| void FragmentShaderColorAA::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "edge", |
| "color", |
| }; |
| int locations[2]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| edge_location_ = locations[0]; |
| color_location_ = locations[1]; |
| DCHECK(edge_location_ != -1 && color_location_ != -1); |
| } |
| |
| std::string FragmentShaderColorAA::GetShaderString( |
| TexCoordPrecision precision) const { |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| uniform vec4 color; |
| uniform vec3 edge[8]; |
| void main() { |
| vec3 pos = vec3(gl_FragCoord.xy, 1); |
| float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); |
| float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); |
| float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); |
| float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); |
| float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); |
| float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); |
| float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); |
| float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); |
| gl_FragColor = color * min(min(a0, a2) * min(a1, a3), |
| min(a4, a6) * min(a5, a7)); |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| FragmentShaderCheckerboard::FragmentShaderCheckerboard() |
| : alpha_location_(-1), |
| tex_transform_location_(-1), |
| frequency_location_(-1) {} |
| |
| void FragmentShaderCheckerboard::Init(WebGraphicsContext3D* context, |
| unsigned program, |
| bool using_bind_uniform, |
| int* base_uniform_index) { |
| static const char* shader_uniforms[] = { |
| "alpha", |
| "texTransform", |
| "frequency", |
| "color", |
| }; |
| int locations[4]; |
| |
| GetProgramUniformLocations(context, |
| program, |
| shader_uniforms, |
| arraysize(shader_uniforms), |
| arraysize(locations), |
| locations, |
| using_bind_uniform, |
| base_uniform_index); |
| |
| alpha_location_ = locations[0]; |
| tex_transform_location_ = locations[1]; |
| frequency_location_ = locations[2]; |
| color_location_ = locations[3]; |
| DCHECK(alpha_location_ != -1 && tex_transform_location_ != -1 && |
| frequency_location_ != -1 && color_location_ != -1); |
| } |
| |
| std::string FragmentShaderCheckerboard::GetShaderString( |
| TexCoordPrecision precision) const { |
| // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" |
| // by Munshi, Ginsburg, Shreiner. |
| return FRAGMENT_SHADER( |
| precision mediump float; |
| precision mediump int; |
| varying vec2 v_texCoord; |
| uniform float alpha; |
| uniform float frequency; |
| uniform vec4 texTransform; |
| uniform vec4 color; |
| void main() { |
| vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); |
| vec4 color2 = color; |
| vec2 texCoord = |
| clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; |
| vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); |
| float picker = abs(coord.x - coord.y); |
| gl_FragColor = mix(color1, color2, picker) * alpha; |
| } |
| ); // NOLINT(whitespace/parens) |
| } |
| |
| } // namespace cc |