blob: a9a0877db05fb2067f316711b049eee7fda6b54b [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/shader.h"
#include "base/basictypes.h"
#include "base/logging.h"
#include <public/WebGraphicsContext3D.h>
#define SHADER0(Src) #Src
#define SHADER(Src) SHADER0(Src)
using WebKit::WebGraphicsContext3D;
namespace cc {
namespace {
static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned program, const char** shaderUniforms, size_t count, size_t maxLocations, int* locations, bool usingBindUniform, int* baseUniformIndex)
{
for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) {
DCHECK(uniformIndex < maxLocations);
if (usingBindUniform) {
locations[uniformIndex] = (*baseUniformIndex)++;
context->bindUniformLocationCHROMIUM(program, locations[uniformIndex], shaderUniforms[uniformIndex]);
} else
locations[uniformIndex] = context->getUniformLocation(program, shaderUniforms[uniformIndex]);
}
}
}
VertexShaderPosTex::VertexShaderPosTex()
: m_matrixLocation(-1)
{
}
void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"matrix",
};
int locations[1];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_matrixLocation = locations[0];
DCHECK(m_matrixLocation != -1);
}
std::string VertexShaderPosTex::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
varying vec2 v_texCoord;
void main()
{
gl_Position = matrix * a_position;
v_texCoord = a_texCoord;
}
);
}
VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch()
: m_matrixLocation(-1)
, m_texScaleLocation(-1)
{
}
void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"matrix",
"texScale",
};
int locations[2];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_matrixLocation = locations[0];
m_texScaleLocation = locations[1];
DCHECK(m_matrixLocation != -1 && m_texScaleLocation != -1);
}
std::string VertexShaderPosTexYUVStretch::getShaderString() const
{
return SHADER(
precision mediump float;
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
varying vec2 v_texCoord;
uniform vec2 texScale;
void main()
{
gl_Position = matrix * a_position;
v_texCoord = a_texCoord * texScale;
}
);
}
VertexShaderPos::VertexShaderPos()
: m_matrixLocation(-1)
{
}
void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"matrix",
};
int locations[1];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_matrixLocation = locations[0];
DCHECK(m_matrixLocation != -1);
}
std::string VertexShaderPos::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
uniform mat4 matrix;
void main()
{
gl_Position = matrix * a_position;
}
);
}
VertexShaderPosTexTransform::VertexShaderPosTexTransform()
: m_matrixLocation(-1)
, m_texTransformLocation(-1)
{
}
void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"matrix",
"texTransform",
};
int locations[2];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_matrixLocation = locations[0];
m_texTransformLocation = locations[1];
DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1);
}
std::string VertexShaderPosTexTransform::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
uniform vec4 texTransform;
varying vec2 v_texCoord;
void main()
{
gl_Position = matrix * a_position;
v_texCoord = a_texCoord * texTransform.zw + texTransform.xy;
}
);
}
VertexShaderQuad::VertexShaderQuad()
: m_matrixLocation(-1)
, m_pointLocation(-1)
{
}
std::string VertexShaderPosTexIdentity::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
v_texCoord = (a_position.xy + vec2(1.0)) * 0.5;
}
);
}
void VertexShaderQuad::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"matrix",
"point",
};
int locations[2];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_matrixLocation = locations[0];
m_pointLocation = locations[1];
DCHECK(m_matrixLocation != -1 && m_pointLocation != -1);
}
std::string VertexShaderQuad::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
uniform vec2 point[4];
varying vec2 v_texCoord;
void main()
{
vec2 complement = abs(a_texCoord - 1.0);
vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
pos.xy += (complement.x * complement.y) * point[0];
pos.xy += (a_texCoord.x * complement.y) * point[1];
pos.xy += (a_texCoord.x * a_texCoord.y) * point[2];
pos.xy += (complement.x * a_texCoord.y) * point[3];
gl_Position = matrix * pos;
v_texCoord = pos.xy + vec2(0.5);
}
);
}
VertexShaderTile::VertexShaderTile()
: m_matrixLocation(-1)
, m_pointLocation(-1)
, m_vertexTexTransformLocation(-1)
{
}
void VertexShaderTile::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"matrix",
"point",
"vertexTexTransform",
};
int locations[3];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_matrixLocation = locations[0];
m_pointLocation = locations[1];
m_vertexTexTransformLocation = locations[2];
DCHECK(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransformLocation != -1);
}
std::string VertexShaderTile::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
uniform vec2 point[4];
uniform vec4 vertexTexTransform;
varying vec2 v_texCoord;
void main()
{
vec2 complement = abs(a_texCoord - 1.0);
vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w);
pos.xy += (complement.x * complement.y) * point[0];
pos.xy += (a_texCoord.x * complement.y) * point[1];
pos.xy += (a_texCoord.x * a_texCoord.y) * point[2];
pos.xy += (complement.x * a_texCoord.y) * point[3];
gl_Position = matrix * pos;
v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
}
);
}
VertexShaderVideoTransform::VertexShaderVideoTransform()
: m_matrixLocation(-1)
, m_texMatrixLocation(-1)
{
}
bool VertexShaderVideoTransform::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"matrix",
"texMatrix",
};
int locations[2];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_matrixLocation = locations[0];
m_texMatrixLocation = locations[1];
return m_matrixLocation != -1 && m_texMatrixLocation != -1;
}
std::string VertexShaderVideoTransform::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
attribute vec2 a_texCoord;
uniform mat4 matrix;
uniform mat4 texMatrix;
varying 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));
}
);
}
FragmentTexAlphaBinding::FragmentTexAlphaBinding()
: m_samplerLocation(-1)
, m_alphaLocation(-1)
{
}
void FragmentTexAlphaBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"s_texture",
"alpha",
};
int locations[2];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_samplerLocation = locations[0];
m_alphaLocation = locations[1];
DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1);
}
FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
: m_samplerLocation(-1)
{
}
void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"s_texture",
};
int locations[1];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_samplerLocation = locations[0];
DCHECK(m_samplerLocation != -1);
}
std::string FragmentShaderRGBATexFlipAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
void main()
{
vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texCoord.y));
gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha;
}
);
}
bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"s_texture",
};
int locations[1];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_samplerLocation = locations[0];
return m_samplerLocation != -1;
}
std::string FragmentShaderOESImageExternal::getShaderString() const
{
// Cannot use the SHADER() macro because of the '#' char
return "#extension GL_OES_EGL_image_external : require \n"
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform samplerExternalOES s_texture;\n"
"void main()\n"
"{\n"
" vec4 texColor = texture2D(s_texture, v_texCoord);\n"
" gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w);\n"
"}\n";
}
std::string FragmentShaderRGBATexAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
gl_FragColor = texColor * alpha;
}
);
}
std::string FragmentShaderRGBATexRectFlipAlpha::getShaderString() const
{
// This must be paired with VertexShaderPosTexTransform to pick up the texTransform uniform.
// The necessary #extension preprocessing directive breaks the SHADER and SHADER0 macros.
return "#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform vec4 texTransform;\n"
"uniform sampler2DRect s_texture;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" vec4 texColor = texture2DRect(s_texture, vec2(v_texCoord.x, texTransform.w - v_texCoord.y));\n"
" gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha;\n"
"}\n";
}
std::string FragmentShaderRGBATexRectAlpha::getShaderString() const
{
return "#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2DRect s_texture;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" vec4 texColor = texture2DRect(s_texture, v_texCoord);\n"
" gl_FragColor = texColor * alpha;\n"
"}\n";
}
std::string FragmentShaderRGBATexOpaque::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
gl_FragColor = vec4(texColor.rgb, 1.0);
}
);
}
std::string FragmentShaderRGBATex::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
}
);
}
std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
varying 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;
}
);
}
std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const
{
return SHADER(
precision mediump float;
varying 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);
}
);
}
FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
: m_samplerLocation(-1)
, m_alphaLocation(-1)
, m_edgeLocation(-1)
{
}
void FragmentShaderRGBATexAlphaAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"s_texture",
"alpha",
"edge",
};
int locations[3];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_samplerLocation = locations[0];
m_alphaLocation = locations[1];
m_edgeLocation = locations[2];
DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
}
std::string FragmentShaderRGBATexAlphaAA::getShaderString() const
{
return SHADER(
precision mediump float;
varying 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));
}
);
}
FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
: m_samplerLocation(-1)
, m_alphaLocation(-1)
, m_fragmentTexTransformLocation(-1)
, m_edgeLocation(-1)
{
}
void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"s_texture",
"alpha",
"fragmentTexTransform",
"edge",
};
int locations[4];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_samplerLocation = locations[0];
m_alphaLocation = locations[1];
m_fragmentTexTransformLocation = locations[2];
m_edgeLocation = locations[3];
DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTransformLocation != -1 && m_edgeLocation != -1);
}
std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
uniform vec4 fragmentTexTransform;
uniform vec3 edge[8];
void main()
{
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));
}
);
}
std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform float alpha;
uniform vec4 fragmentTexTransform;
uniform vec3 edge[8];
void main()
{
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));
}
);
}
FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
: m_samplerLocation(-1)
, m_maskSamplerLocation(-1)
, m_alphaLocation(-1)
, m_maskTexCoordScaleLocation(-1)
{
}
void FragmentShaderRGBATexAlphaMask::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"s_texture",
"s_mask",
"alpha",
"maskTexCoordScale",
"maskTexCoordOffset",
};
int locations[5];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_samplerLocation = locations[0];
m_maskSamplerLocation = locations[1];
m_alphaLocation = locations[2];
m_maskTexCoordScaleLocation = locations[3];
m_maskTexCoordOffsetLocation = locations[4];
DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1);
}
std::string FragmentShaderRGBATexAlphaMask::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform sampler2D s_mask;
uniform vec2 maskTexCoordScale;
uniform vec2 maskTexCoordOffset;
uniform float alpha;
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
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;
}
);
}
FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
: m_samplerLocation(-1)
, m_maskSamplerLocation(-1)
, m_alphaLocation(-1)
, m_edgeLocation(-1)
, m_maskTexCoordScaleLocation(-1)
{
}
void FragmentShaderRGBATexAlphaMaskAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"s_texture",
"s_mask",
"alpha",
"edge",
"maskTexCoordScale",
"maskTexCoordOffset",
};
int locations[6];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_samplerLocation = locations[0];
m_maskSamplerLocation = locations[1];
m_alphaLocation = locations[2];
m_edgeLocation = locations[3];
m_maskTexCoordScaleLocation = locations[4];
m_maskTexCoordOffsetLocation = locations[5];
DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
}
std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const
{
return SHADER(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform sampler2D s_mask;
uniform vec2 maskTexCoordScale;
uniform vec2 maskTexCoordOffset;
uniform float alpha;
uniform vec3 edge[8];
void main()
{
vec4 texColor = texture2D(s_texture, v_texCoord);
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));
}
);
}
FragmentShaderYUVVideo::FragmentShaderYUVVideo()
: m_yTextureLocation(-1)
, m_uTextureLocation(-1)
, m_vTextureLocation(-1)
, m_alphaLocation(-1)
, m_yuvMatrixLocation(-1)
, m_yuvAdjLocation(-1)
{
}
void FragmentShaderYUVVideo::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"y_texture",
"u_texture",
"v_texture",
"alpha",
"yuv_matrix",
"yuv_adj",
};
int locations[6];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_yTextureLocation = locations[0];
m_uTextureLocation = locations[1];
m_vTextureLocation = locations[2];
m_alphaLocation = locations[3];
m_yuvMatrixLocation = locations[4];
m_yuvAdjLocation = locations[5];
DCHECK(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLocation != -1
&& m_alphaLocation != -1 && m_yuvMatrixLocation != -1 && m_yuvAdjLocation != -1);
}
std::string FragmentShaderYUVVideo::getShaderString() const
{
return SHADER(
precision mediump float;
precision mediump int;
varying 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;
}
);
}
FragmentShaderColor::FragmentShaderColor()
: m_colorLocation(-1)
{
}
void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"color",
};
int locations[1];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_colorLocation = locations[0];
DCHECK(m_colorLocation != -1);
}
std::string FragmentShaderColor::getShaderString() const
{
return SHADER(
precision mediump float;
uniform vec4 color;
void main()
{
gl_FragColor = color;
}
);
}
FragmentShaderCheckerboard::FragmentShaderCheckerboard()
: m_alphaLocation(-1)
, m_texTransformLocation(-1)
, m_frequencyLocation(-1)
{
}
void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex)
{
static const char* shaderUniforms[] = {
"alpha",
"texTransform",
"frequency",
"color",
};
int locations[4];
getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex);
m_alphaLocation = locations[0];
m_texTransformLocation = locations[1];
m_frequencyLocation = locations[2];
m_colorLocation = locations[3];
DCHECK(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1 && m_colorLocation != -1);
}
std::string FragmentShaderCheckerboard::getShaderString() const
{
// Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
// by Munshi, Ginsburg, Shreiner.
return 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;
}
);
}
} // namespace cc