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-rw-r--r--chromium/cc/output/shader.cc1606
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diff --git a/chromium/cc/output/shader.cc b/chromium/cc/output/shader.cc
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+++ b/chromium/cc/output/shader.cc
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+// 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,
+ size_t count,
+ const char** uniforms,
+ int* locations,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ for (size_t i = 0; i < count; i++) {
+ if (using_bind_uniform) {
+ locations[i] = (*base_uniform_index)++;
+ context->bindUniformLocationCHROMIUM(program, locations[i], uniforms[i]);
+ } else {
+ locations[i] = context->getUniformLocation(program, uniforms[i]);
+ DCHECK_NE(locations[i], -1);
+ }
+ }
+}
+
+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* uniforms[] = {
+ "matrix",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+}
+
+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* uniforms[] = {
+ "matrix",
+ "texScale",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ tex_scale_location_ = locations[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* uniforms[] = {
+ "matrix",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+}
+
+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* uniforms[] = {
+ "matrix",
+ "texTransform",
+ "opacity",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ 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(
+ 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() {
+ 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
+ }
+ ); // 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* uniforms[] = {
+ "matrix",
+ "quad",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ quad_location_ = locations[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, 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, a_position.z, a_position.w);
+ }
+ ); // NOLINT(whitespace/parens)
+#endif
+}
+
+VertexShaderQuadAA::VertexShaderQuadAA()
+ : matrix_location_(-1),
+ viewport_location_(-1),
+ quad_location_(-1),
+ edge_location_(-1) {}
+
+void VertexShaderQuadAA::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix",
+ "viewport",
+ "quad",
+ "edge",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ 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(
+ 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.
+
+ 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;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA()
+ : matrix_location_(-1),
+ viewport_location_(-1),
+ quad_location_(-1),
+ edge_location_(-1),
+ tex_transform_location_(-1) {}
+
+void VertexShaderQuadTexTransformAA::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix",
+ "viewport",
+ "quad",
+ "edge",
+ "texTrans",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ 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(
+ 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.
+
+ 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;
+ }
+ ); // 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* uniforms[] = {
+ "matrix",
+ "quad",
+ "vertexTexTransform",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ 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(
+ 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, a_position.z, a_position.w);
+ v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+VertexShaderTileAA::VertexShaderTileAA()
+ : matrix_location_(-1),
+ viewport_location_(-1),
+ quad_location_(-1),
+ edge_location_(-1),
+ vertex_tex_transform_location_(-1) {}
+
+void VertexShaderTileAA::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix",
+ "viewport",
+ "quad",
+ "edge",
+ "vertexTexTransform",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ 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(
+ 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.
+
+ 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;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+VertexShaderVideoTransform::VertexShaderVideoTransform()
+ : matrix_location_(-1),
+ tex_matrix_location_(-1) {}
+
+void VertexShaderVideoTransform::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "matrix",
+ "texMatrix",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ matrix_location_ = locations[0];
+ tex_matrix_location_ = locations[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* uniforms[] = {
+ "s_texture",
+ "alpha",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[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* uniforms[] = {
+ "s_texture",
+ "alpha",
+ "colorMatrix",
+ "colorOffset",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ 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];
+}
+
+FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
+ : sampler_location_(-1) {}
+
+void FragmentTexOpaqueBinding::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+}
+
+FragmentShaderOESImageExternal::FragmentShaderOESImageExternal()
+ : sampler_location_(-1) {}
+
+void FragmentShaderOESImageExternal::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+}
+
+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 = texColor;
+ }
+ ); // 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 FragmentShaderRGBATexPremultiplyAlpha::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);
+ texColor.rgb *= texColor.a;
+ gl_FragColor = texColor * v_alpha;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+FragmentTexBackgroundBinding::FragmentTexBackgroundBinding()
+ : background_color_location_(-1),
+ sampler_location_(-1) {
+}
+
+void FragmentTexBackgroundBinding::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ "background_color",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ 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) const {
+ return FRAGMENT_SHADER(
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying float v_alpha;
+ uniform vec4 background_color;
+ uniform sampler2D s_texture;
+ void main() {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ texColor += background_color * (1.0 - texColor.a);
+ gl_FragColor = texColor * v_alpha;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+std::string FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
+ precision mediump float;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying float v_alpha;
+ uniform vec4 background_color;
+ uniform sampler2D s_texture;
+ void main() {
+ vec4 texColor = texture2D(s_texture, v_texCoord);
+ texColor.rgb *= texColor.a;
+ texColor += background_color * (1.0 - texColor.a);
+ 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) {}
+
+void FragmentShaderRGBATexAlphaAA::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ "alpha",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+}
+
+std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
+ precision mediump float;
+ uniform sampler2D s_texture;
+ uniform float alpha;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+
+ void main() {
+ vec4 texColor = texture2D(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 = texColor * alpha * aa;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
+ : sampler_location_(-1),
+ alpha_location_(-1),
+ fragment_tex_transform_location_(-1) {}
+
+void FragmentTexClampAlphaAABinding::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ "alpha",
+ "fragmentTexTransform",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ sampler_location_ = locations[0];
+ alpha_location_ = locations[1];
+ fragment_tex_transform_location_ = locations[2];
+}
+
+std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
+ precision mediump float;
+ uniform sampler2D s_texture;
+ uniform float alpha;
+ uniform TexCoordPrecision vec4 fragmentTexTransform;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+
+ void main() {
+ TexCoordPrecision vec2 texCoord =
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
+ fragmentTexTransform.xy;
+ vec4 texColor = texture2D(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;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
+ precision mediump float;
+ uniform sampler2D s_texture;
+ uniform float alpha;
+ uniform TexCoordPrecision vec4 fragmentTexTransform;
+ varying TexCoordPrecision vec2 v_texCoord;
+ varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
+
+ void main() {
+ TexCoordPrecision vec2 texCoord =
+ clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
+ fragmentTexTransform.xy;
+ vec4 texColor = texture2D(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;
+ }
+ ); // 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* uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ 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];
+}
+
+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 = texColor * alpha * maskColor.w;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+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(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ 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];
+}
+
+std::string FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
+ precision mediump float;
+ uniform sampler2D s_texture;
+ uniform sampler2D 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.
+
+ 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);
+ 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 * maskColor.w * aa;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+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(
+ WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ "colorMatrix",
+ "colorOffset",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ 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];
+}
+
+std::string FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
+ precision mediump float;
+ uniform sampler2D s_texture;
+ uniform sampler2D 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.
+
+ 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);
+ 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 * maskColor.w * aa;
+ }
+ ); // NOLINT(whitespace/parens)
+}
+
+FragmentShaderRGBATexAlphaColorMatrixAA::
+ FragmentShaderRGBATexAlphaColorMatrixAA()
+ : sampler_location_(-1),
+ alpha_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* uniforms[] = {
+ "s_texture",
+ "alpha",
+ "colorMatrix",
+ "colorOffset",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ 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];
+}
+
+std::string FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
+ precision mediump float;
+ uniform sampler2D 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.
+
+ 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);
+ 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;
+ }
+ ); // 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* uniforms[] = {
+ "s_texture",
+ "s_mask",
+ "alpha",
+ "maskTexCoordScale",
+ "maskTexCoordOffset",
+ "colorMatrix",
+ "colorOffset",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ 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];
+}
+
+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 = texColor * 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* uniforms[] = {
+ "y_texture",
+ "u_texture",
+ "v_texture",
+ "alpha",
+ "yuv_matrix",
+ "yuv_adj",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ 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];
+}
+
+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, 1.0) * alpha;
+ }
+ ); // 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* uniforms[] = {
+ "y_texture",
+ "u_texture",
+ "v_texture",
+ "a_texture",
+ "alpha",
+ "cc_matrix",
+ "yuv_adj",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ 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];
+}
+
+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, 1.0) * (alpha * a_raw);
+ }
+ ); // 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* uniforms[] = {
+ "color",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ color_location_ = locations[0];
+}
+
+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()
+ : color_location_(-1) {}
+
+void FragmentShaderColorAA::Init(WebGraphicsContext3D* context,
+ unsigned program,
+ bool using_bind_uniform,
+ int* base_uniform_index) {
+ static const char* uniforms[] = {
+ "color",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ color_location_ = locations[0];
+}
+
+std::string FragmentShaderColorAA::GetShaderString(
+ TexCoordPrecision precision) const {
+ return FRAGMENT_SHADER(
+ precision mediump float;
+ uniform vec4 color;
+ varying vec4 edge_dist[2]; // 8 edge distances.
+
+ 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;
+ }
+ ); // 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* uniforms[] = {
+ "alpha",
+ "texTransform",
+ "frequency",
+ "color",
+ };
+ int locations[arraysize(uniforms)];
+
+ GetProgramUniformLocations(context,
+ program,
+ arraysize(uniforms),
+ uniforms,
+ locations,
+ using_bind_uniform,
+ base_uniform_index);
+ alpha_location_ = locations[0];
+ tex_transform_location_ = locations[1];
+ frequency_location_ = locations[2];
+ color_location_ = locations[3];
+}
+
+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