1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/output/shader.h"
9 #include "base/basictypes.h"
10 #include "base/logging.h"
11 #include "cc/output/gl_renderer.h" // For the GLC() macro.
12 #include "third_party/WebKit/public/platform/WebGraphicsContext3D.h"
13 #include "third_party/khronos/GLES2/gl2.h"
15 #define SHADER0(Src) #Src
16 #define VERTEX_SHADER(Src) SetVertexTexCoordPrecision(SHADER0(Src))
17 #define FRAGMENT_SHADER(Src) SetFragTexCoordPrecision(precision, SHADER0(Src))
19 using WebKit::WebGraphicsContext3D
;
25 static void GetProgramUniformLocations(WebGraphicsContext3D
* context
,
28 const char** uniforms
,
30 bool using_bind_uniform
,
31 int* base_uniform_index
) {
32 for (size_t i
= 0; i
< count
; i
++) {
33 if (using_bind_uniform
) {
34 locations
[i
] = (*base_uniform_index
)++;
35 context
->bindUniformLocationCHROMIUM(program
, locations
[i
], uniforms
[i
]);
37 locations
[i
] = context
->getUniformLocation(program
, uniforms
[i
]);
38 DCHECK_NE(locations
[i
], -1);
43 static std::string
SetFragTexCoordPrecision(
44 TexCoordPrecision requested_precision
, std::string shader_string
) {
45 switch (requested_precision
) {
46 case TexCoordPrecisionHigh
:
47 DCHECK_NE(shader_string
.find("TexCoordPrecision"), std::string::npos
);
49 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
50 " #define TexCoordPrecision highp\n"
52 " #define TexCoordPrecision mediump\n"
55 case TexCoordPrecisionMedium
:
56 DCHECK_NE(shader_string
.find("TexCoordPrecision"), std::string::npos
);
57 return "#define TexCoordPrecision mediump\n" +
59 case TexCoordPrecisionNA
:
60 DCHECK_EQ(shader_string
.find("TexCoordPrecision"), std::string::npos
);
61 DCHECK_EQ(shader_string
.find("texture2D"), std::string::npos
);
67 static std::string
SetVertexTexCoordPrecision(const char* shader_string
) {
68 // We unconditionally use highp in the vertex shader since
69 // we are unlikely to be vertex shader bound when drawing large quads.
70 // Also, some vertex shaders mutate the texture coordinate in such a
71 // way that the effective precision might be lower than expected.
72 return "#define TexCoordPrecision highp\n" +
73 std::string(shader_string
);
76 TexCoordPrecision
TexCoordPrecisionRequired(WebGraphicsContext3D
* context
,
77 int *highp_threshold_cache
,
78 int highp_threshold_min
,
80 if (*highp_threshold_cache
== 0) {
81 // Initialize range and precision with minimum spec values for when
82 // GetShaderPrecisionFormat is a test stub.
83 // TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat
85 GLint range
[2] = { 14, 14 };
87 GLC(context
, context
->getShaderPrecisionFormat(GL_FRAGMENT_SHADER
,
90 *highp_threshold_cache
= 1 << precision
;
93 int highp_threshold
= std::max(*highp_threshold_cache
, highp_threshold_min
);
94 if (x
> highp_threshold
|| y
> highp_threshold
)
95 return TexCoordPrecisionHigh
;
96 return TexCoordPrecisionMedium
;
101 TexCoordPrecision
TexCoordPrecisionRequired(WebGraphicsContext3D
* context
,
102 int *highp_threshold_cache
,
103 int highp_threshold_min
,
104 gfx::Point max_coordinate
) {
105 return TexCoordPrecisionRequired(context
,
106 highp_threshold_cache
, highp_threshold_min
,
107 max_coordinate
.x(), max_coordinate
.y());
110 TexCoordPrecision
TexCoordPrecisionRequired(WebGraphicsContext3D
* context
,
111 int *highp_threshold_cache
,
112 int highp_threshold_min
,
113 gfx::Size max_size
) {
114 return TexCoordPrecisionRequired(context
,
115 highp_threshold_cache
, highp_threshold_min
,
116 max_size
.width(), max_size
.height());
119 VertexShaderPosTex::VertexShaderPosTex()
120 : matrix_location_(-1) {}
122 void VertexShaderPosTex::Init(WebGraphicsContext3D
* context
,
124 bool using_bind_uniform
,
125 int* base_uniform_index
) {
126 static const char* uniforms
[] = {
129 int locations
[arraysize(uniforms
)];
131 GetProgramUniformLocations(context
,
138 matrix_location_
= locations
[0];
141 std::string
VertexShaderPosTex::GetShaderString() const {
142 return VERTEX_SHADER(
143 attribute vec4 a_position
;
144 attribute TexCoordPrecision vec2 a_texCoord
;
146 varying TexCoordPrecision vec2 v_texCoord
;
148 gl_Position
= matrix
* a_position
;
149 v_texCoord
= a_texCoord
;
151 ); // NOLINT(whitespace/parens)
154 VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch()
155 : matrix_location_(-1),
156 tex_scale_location_(-1) {}
158 void VertexShaderPosTexYUVStretch::Init(WebGraphicsContext3D
* context
,
160 bool using_bind_uniform
,
161 int* base_uniform_index
) {
162 static const char* uniforms
[] = {
166 int locations
[arraysize(uniforms
)];
168 GetProgramUniformLocations(context
,
175 matrix_location_
= locations
[0];
176 tex_scale_location_
= locations
[1];
179 std::string
VertexShaderPosTexYUVStretch::GetShaderString() const {
180 return VERTEX_SHADER(
181 precision mediump
float;
182 attribute vec4 a_position
;
183 attribute TexCoordPrecision vec2 a_texCoord
;
185 varying TexCoordPrecision vec2 v_texCoord
;
186 uniform TexCoordPrecision vec2 texScale
;
188 gl_Position
= matrix
* a_position
;
189 v_texCoord
= a_texCoord
* texScale
;
191 ); // NOLINT(whitespace/parens)
194 VertexShaderPos::VertexShaderPos()
195 : matrix_location_(-1) {}
197 void VertexShaderPos::Init(WebGraphicsContext3D
* context
,
199 bool using_bind_uniform
,
200 int* base_uniform_index
) {
201 static const char* uniforms
[] = {
204 int locations
[arraysize(uniforms
)];
206 GetProgramUniformLocations(context
,
213 matrix_location_
= locations
[0];
216 std::string
VertexShaderPos::GetShaderString() const {
217 return VERTEX_SHADER(
218 attribute vec4 a_position
;
221 gl_Position
= matrix
* a_position
;
223 ); // NOLINT(whitespace/parens)
226 VertexShaderPosTexTransform::VertexShaderPosTexTransform()
227 : matrix_location_(-1),
228 tex_transform_location_(-1),
229 vertex_opacity_location_(-1) {}
231 void VertexShaderPosTexTransform::Init(WebGraphicsContext3D
* context
,
233 bool using_bind_uniform
,
234 int* base_uniform_index
) {
235 static const char* uniforms
[] = {
240 int locations
[arraysize(uniforms
)];
242 GetProgramUniformLocations(context
,
249 matrix_location_
= locations
[0];
250 tex_transform_location_
= locations
[1];
251 vertex_opacity_location_
= locations
[2];
254 std::string
VertexShaderPosTexTransform::GetShaderString() const {
255 return VERTEX_SHADER(
256 attribute vec4 a_position
;
257 attribute TexCoordPrecision vec2 a_texCoord
;
258 attribute
float a_index
;
259 uniform mat4 matrix
[8];
260 uniform TexCoordPrecision vec4 texTransform
[8];
261 uniform
float opacity
[32];
262 varying TexCoordPrecision vec2 v_texCoord
;
263 varying
float v_alpha
;
265 int quad_index
= int(a_index
* 0.25); // NOLINT
266 gl_Position
= matrix
[quad_index
] * a_position
;
267 TexCoordPrecision vec4 texTrans
= texTransform
[quad_index
];
268 v_texCoord
= a_texCoord
* texTrans
.zw
+ texTrans
.xy
;
269 v_alpha
= opacity
[int(a_index
)]; // NOLINT
271 ); // NOLINT(whitespace/parens)
274 std::string
VertexShaderPosTexIdentity::GetShaderString() const {
275 return VERTEX_SHADER(
276 attribute vec4 a_position
;
277 varying TexCoordPrecision vec2 v_texCoord
;
279 gl_Position
= a_position
;
280 v_texCoord
= (a_position
.xy
+ vec2(1.0)) * 0.5;
282 ); // NOLINT(whitespace/parens)
285 VertexShaderQuad::VertexShaderQuad()
286 : matrix_location_(-1),
287 quad_location_(-1) {}
289 void VertexShaderQuad::Init(WebGraphicsContext3D
* context
,
291 bool using_bind_uniform
,
292 int* base_uniform_index
) {
293 static const char* uniforms
[] = {
297 int locations
[arraysize(uniforms
)];
299 GetProgramUniformLocations(context
,
306 matrix_location_
= locations
[0];
307 quad_location_
= locations
[1];
310 std::string
VertexShaderQuad::GetShaderString() const {
311 #if defined(OS_ANDROID)
312 // TODO(epenner): Find the cause of this 'quad' uniform
313 // being missing if we don't add dummy variables.
314 // http://crbug.com/240602
315 return VERTEX_SHADER(
316 attribute TexCoordPrecision vec4 a_position
;
317 attribute
float a_index
;
319 uniform TexCoordPrecision vec2 quad
[4];
320 uniform TexCoordPrecision vec2 dummy_uniform
;
321 varying TexCoordPrecision vec2 dummy_varying
;
323 vec2 pos
= quad
[int(a_index
)]; // NOLINT
324 gl_Position
= matrix
* vec4(pos
, a_position
.z
, a_position
.w
);
325 dummy_varying
= dummy_uniform
;
327 ); // NOLINT(whitespace/parens)
329 return VERTEX_SHADER(
330 attribute TexCoordPrecision vec4 a_position
;
331 attribute
float a_index
;
333 uniform TexCoordPrecision vec2 quad
[4];
335 vec2 pos
= quad
[int(a_index
)]; // NOLINT
336 gl_Position
= matrix
* vec4(pos
, a_position
.z
, a_position
.w
);
338 ); // NOLINT(whitespace/parens)
342 VertexShaderQuadAA::VertexShaderQuadAA()
343 : matrix_location_(-1),
344 viewport_location_(-1),
346 edge_location_(-1) {}
348 void VertexShaderQuadAA::Init(WebGraphicsContext3D
* context
,
350 bool using_bind_uniform
,
351 int* base_uniform_index
) {
352 static const char* uniforms
[] = {
358 int locations
[arraysize(uniforms
)];
360 GetProgramUniformLocations(context
,
367 matrix_location_
= locations
[0];
368 viewport_location_
= locations
[1];
369 quad_location_
= locations
[2];
370 edge_location_
= locations
[3];
373 std::string
VertexShaderQuadAA::GetShaderString() const {
374 return VERTEX_SHADER(
375 attribute TexCoordPrecision vec4 a_position
;
376 attribute
float a_index
;
378 uniform vec4 viewport
;
379 uniform TexCoordPrecision vec2 quad
[4];
380 uniform TexCoordPrecision vec3 edge
[8];
381 varying TexCoordPrecision vec4 edge_dist
[2]; // 8 edge distances.
384 vec2 pos
= quad
[int(a_index
)]; // NOLINT
385 gl_Position
= matrix
* vec4(pos
, a_position
.z
, a_position
.w
);
386 vec2 ndc_pos
= 0.5 * (1.0 + gl_Position
.xy
/ gl_Position
.w
);
387 vec3 screen_pos
= vec3(viewport
.xy
+ viewport
.zw
* ndc_pos
, 1.0);
388 edge_dist
[0] = vec4(dot(edge
[0], screen_pos
),
389 dot(edge
[1], screen_pos
),
390 dot(edge
[2], screen_pos
),
391 dot(edge
[3], screen_pos
)) * gl_Position
.w
;
392 edge_dist
[1] = vec4(dot(edge
[4], screen_pos
),
393 dot(edge
[5], screen_pos
),
394 dot(edge
[6], screen_pos
),
395 dot(edge
[7], screen_pos
)) * gl_Position
.w
;
397 ); // NOLINT(whitespace/parens)
400 VertexShaderQuadTexTransformAA::VertexShaderQuadTexTransformAA()
401 : matrix_location_(-1),
402 viewport_location_(-1),
405 tex_transform_location_(-1) {}
407 void VertexShaderQuadTexTransformAA::Init(WebGraphicsContext3D
* context
,
409 bool using_bind_uniform
,
410 int* base_uniform_index
) {
411 static const char* uniforms
[] = {
418 int locations
[arraysize(uniforms
)];
420 GetProgramUniformLocations(context
,
427 matrix_location_
= locations
[0];
428 viewport_location_
= locations
[1];
429 quad_location_
= locations
[2];
430 edge_location_
= locations
[3];
431 tex_transform_location_
= locations
[4];
434 std::string
VertexShaderQuadTexTransformAA::GetShaderString() const {
435 return VERTEX_SHADER(
436 attribute TexCoordPrecision vec4 a_position
;
437 attribute
float a_index
;
439 uniform vec4 viewport
;
440 uniform TexCoordPrecision vec2 quad
[4];
441 uniform TexCoordPrecision vec3 edge
[8];
442 uniform TexCoordPrecision vec4 texTrans
;
443 varying TexCoordPrecision vec2 v_texCoord
;
444 varying TexCoordPrecision vec4 edge_dist
[2]; // 8 edge distances.
447 vec2 pos
= quad
[int(a_index
)]; // NOLINT
448 gl_Position
= matrix
* vec4(pos
, a_position
.z
, a_position
.w
);
449 vec2 ndc_pos
= 0.5 * (1.0 + gl_Position
.xy
/ gl_Position
.w
);
450 vec3 screen_pos
= vec3(viewport
.xy
+ viewport
.zw
* ndc_pos
, 1.0);
451 edge_dist
[0] = vec4(dot(edge
[0], screen_pos
),
452 dot(edge
[1], screen_pos
),
453 dot(edge
[2], screen_pos
),
454 dot(edge
[3], screen_pos
)) * gl_Position
.w
;
455 edge_dist
[1] = vec4(dot(edge
[4], screen_pos
),
456 dot(edge
[5], screen_pos
),
457 dot(edge
[6], screen_pos
),
458 dot(edge
[7], screen_pos
)) * gl_Position
.w
;
459 v_texCoord
= (pos
.xy
+ vec2(0.5)) * texTrans
.zw
+ texTrans
.xy
;
461 ); // NOLINT(whitespace/parens)
464 VertexShaderTile::VertexShaderTile()
465 : matrix_location_(-1),
467 vertex_tex_transform_location_(-1) {}
469 void VertexShaderTile::Init(WebGraphicsContext3D
* context
,
471 bool using_bind_uniform
,
472 int* base_uniform_index
) {
473 static const char* uniforms
[] = {
476 "vertexTexTransform",
478 int locations
[arraysize(uniforms
)];
480 GetProgramUniformLocations(context
,
487 matrix_location_
= locations
[0];
488 quad_location_
= locations
[1];
489 vertex_tex_transform_location_
= locations
[2];
492 std::string
VertexShaderTile::GetShaderString() const {
493 return VERTEX_SHADER(
494 attribute TexCoordPrecision vec4 a_position
;
495 attribute
float a_index
;
497 uniform TexCoordPrecision vec2 quad
[4];
498 uniform TexCoordPrecision vec4 vertexTexTransform
;
499 varying TexCoordPrecision vec2 v_texCoord
;
501 vec2 pos
= quad
[int(a_index
)]; // NOLINT
502 gl_Position
= matrix
* vec4(pos
, a_position
.z
, a_position
.w
);
503 v_texCoord
= pos
.xy
* vertexTexTransform
.zw
+ vertexTexTransform
.xy
;
505 ); // NOLINT(whitespace/parens)
508 VertexShaderTileAA::VertexShaderTileAA()
509 : matrix_location_(-1),
510 viewport_location_(-1),
513 vertex_tex_transform_location_(-1) {}
515 void VertexShaderTileAA::Init(WebGraphicsContext3D
* context
,
517 bool using_bind_uniform
,
518 int* base_uniform_index
) {
519 static const char* uniforms
[] = {
524 "vertexTexTransform",
526 int locations
[arraysize(uniforms
)];
528 GetProgramUniformLocations(context
,
535 matrix_location_
= locations
[0];
536 viewport_location_
= locations
[1];
537 quad_location_
= locations
[2];
538 edge_location_
= locations
[3];
539 vertex_tex_transform_location_
= locations
[4];
542 std::string
VertexShaderTileAA::GetShaderString() const {
543 return VERTEX_SHADER(
544 attribute TexCoordPrecision vec4 a_position
;
545 attribute
float a_index
;
547 uniform vec4 viewport
;
548 uniform TexCoordPrecision vec2 quad
[4];
549 uniform TexCoordPrecision vec3 edge
[8];
550 uniform TexCoordPrecision vec4 vertexTexTransform
;
551 varying TexCoordPrecision vec2 v_texCoord
;
552 varying TexCoordPrecision vec4 edge_dist
[2]; // 8 edge distances.
555 vec2 pos
= quad
[int(a_index
)]; // NOLINT
556 gl_Position
= matrix
* vec4(pos
, a_position
.z
, a_position
.w
);
557 vec2 ndc_pos
= 0.5 * (1.0 + gl_Position
.xy
/ gl_Position
.w
);
558 vec3 screen_pos
= vec3(viewport
.xy
+ viewport
.zw
* ndc_pos
, 1.0);
559 edge_dist
[0] = vec4(dot(edge
[0], screen_pos
),
560 dot(edge
[1], screen_pos
),
561 dot(edge
[2], screen_pos
),
562 dot(edge
[3], screen_pos
)) * gl_Position
.w
;
563 edge_dist
[1] = vec4(dot(edge
[4], screen_pos
),
564 dot(edge
[5], screen_pos
),
565 dot(edge
[6], screen_pos
),
566 dot(edge
[7], screen_pos
)) * gl_Position
.w
;
567 v_texCoord
= pos
.xy
* vertexTexTransform
.zw
+ vertexTexTransform
.xy
;
569 ); // NOLINT(whitespace/parens)
572 VertexShaderVideoTransform::VertexShaderVideoTransform()
573 : matrix_location_(-1),
574 tex_matrix_location_(-1) {}
576 void VertexShaderVideoTransform::Init(WebGraphicsContext3D
* context
,
578 bool using_bind_uniform
,
579 int* base_uniform_index
) {
580 static const char* uniforms
[] = {
584 int locations
[arraysize(uniforms
)];
586 GetProgramUniformLocations(context
,
593 matrix_location_
= locations
[0];
594 tex_matrix_location_
= locations
[1];
597 std::string
VertexShaderVideoTransform::GetShaderString() const {
598 return VERTEX_SHADER(
599 attribute vec4 a_position
;
600 attribute TexCoordPrecision vec2 a_texCoord
;
602 uniform TexCoordPrecision mat4 texMatrix
;
603 varying TexCoordPrecision vec2 v_texCoord
;
605 gl_Position
= matrix
* a_position
;
607 vec2(texMatrix
* vec4(a_texCoord
.x
, 1.0 - a_texCoord
.y
, 0.0, 1.0));
609 ); // NOLINT(whitespace/parens)
612 FragmentTexAlphaBinding::FragmentTexAlphaBinding()
613 : sampler_location_(-1),
614 alpha_location_(-1) {}
616 void FragmentTexAlphaBinding::Init(WebGraphicsContext3D
* context
,
618 bool using_bind_uniform
,
619 int* base_uniform_index
) {
620 static const char* uniforms
[] = {
624 int locations
[arraysize(uniforms
)];
626 GetProgramUniformLocations(context
,
633 sampler_location_
= locations
[0];
634 alpha_location_
= locations
[1];
637 FragmentTexColorMatrixAlphaBinding::FragmentTexColorMatrixAlphaBinding()
638 : sampler_location_(-1),
640 color_matrix_location_(-1),
641 color_offset_location_(-1) {}
643 void FragmentTexColorMatrixAlphaBinding::Init(WebGraphicsContext3D
* context
,
645 bool using_bind_uniform
,
646 int* base_uniform_index
) {
647 static const char* uniforms
[] = {
653 int locations
[arraysize(uniforms
)];
655 GetProgramUniformLocations(context
,
662 sampler_location_
= locations
[0];
663 alpha_location_
= locations
[1];
664 color_matrix_location_
= locations
[2];
665 color_offset_location_
= locations
[3];
668 FragmentTexOpaqueBinding::FragmentTexOpaqueBinding()
669 : sampler_location_(-1) {}
671 void FragmentTexOpaqueBinding::Init(WebGraphicsContext3D
* context
,
673 bool using_bind_uniform
,
674 int* base_uniform_index
) {
675 static const char* uniforms
[] = {
678 int locations
[arraysize(uniforms
)];
680 GetProgramUniformLocations(context
,
687 sampler_location_
= locations
[0];
690 FragmentShaderOESImageExternal::FragmentShaderOESImageExternal()
691 : sampler_location_(-1) {}
693 void FragmentShaderOESImageExternal::Init(WebGraphicsContext3D
* context
,
695 bool using_bind_uniform
,
696 int* base_uniform_index
) {
697 static const char* uniforms
[] = {
700 int locations
[arraysize(uniforms
)];
702 GetProgramUniformLocations(context
,
709 sampler_location_
= locations
[0];
712 std::string
FragmentShaderOESImageExternal::GetShaderString(
713 TexCoordPrecision precision
) const {
714 // Cannot use the SHADER() macro because of the '#' char
715 return "#extension GL_OES_EGL_image_external : require\n" +
717 precision mediump
float;
718 varying TexCoordPrecision vec2 v_texCoord
;
719 uniform samplerExternalOES s_texture
;
721 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
722 gl_FragColor
= texColor
;
724 ); // NOLINT(whitespace/parens)
727 std::string
FragmentShaderRGBATexAlpha::GetShaderString(
728 TexCoordPrecision precision
) const {
729 return FRAGMENT_SHADER(
730 precision mediump
float;
731 varying TexCoordPrecision vec2 v_texCoord
;
732 uniform sampler2D s_texture
;
735 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
736 gl_FragColor
= texColor
* alpha
;
738 ); // NOLINT(whitespace/parens)
741 std::string
FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
742 TexCoordPrecision precision
) const {
743 return FRAGMENT_SHADER(
744 precision mediump
float;
745 varying TexCoordPrecision vec2 v_texCoord
;
746 uniform sampler2D s_texture
;
748 uniform mat4 colorMatrix
;
749 uniform vec4 colorOffset
;
751 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
752 float nonZeroAlpha
= max(texColor
.a
, 0.00001);
753 texColor
= vec4(texColor
.rgb
/ nonZeroAlpha
, nonZeroAlpha
);
754 texColor
= colorMatrix
* texColor
+ colorOffset
;
755 texColor
.rgb
*= texColor
.a
;
756 texColor
= clamp(texColor
, 0.0, 1.0);
757 gl_FragColor
= texColor
* alpha
;
759 ); // NOLINT(whitespace/parens)
762 std::string
FragmentShaderRGBATexVaryingAlpha::GetShaderString(
763 TexCoordPrecision precision
) const {
764 return FRAGMENT_SHADER(
765 precision mediump
float;
766 varying TexCoordPrecision vec2 v_texCoord
;
767 varying
float v_alpha
;
768 uniform sampler2D s_texture
;
770 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
771 gl_FragColor
= texColor
* v_alpha
;
773 ); // NOLINT(whitespace/parens)
776 std::string
FragmentShaderRGBATexPremultiplyAlpha::GetShaderString(
777 TexCoordPrecision precision
) const {
778 return FRAGMENT_SHADER(
779 precision mediump
float;
780 varying TexCoordPrecision vec2 v_texCoord
;
781 varying
float v_alpha
;
782 uniform sampler2D s_texture
;
784 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
785 texColor
.rgb
*= texColor
.a
;
786 gl_FragColor
= texColor
* v_alpha
;
788 ); // NOLINT(whitespace/parens)
791 FragmentTexBackgroundBinding::FragmentTexBackgroundBinding()
792 : background_color_location_(-1),
793 sampler_location_(-1) {
796 void FragmentTexBackgroundBinding::Init(WebGraphicsContext3D
* context
,
798 bool using_bind_uniform
,
799 int* base_uniform_index
) {
800 static const char* uniforms
[] = {
804 int locations
[arraysize(uniforms
)];
806 GetProgramUniformLocations(context
,
814 sampler_location_
= locations
[0];
815 DCHECK_NE(sampler_location_
, -1);
817 background_color_location_
= locations
[1];
818 DCHECK_NE(background_color_location_
, -1);
821 std::string
FragmentShaderTexBackgroundVaryingAlpha::GetShaderString(
822 TexCoordPrecision precision
) const {
823 return FRAGMENT_SHADER(
824 precision mediump
float;
825 varying TexCoordPrecision vec2 v_texCoord
;
826 varying
float v_alpha
;
827 uniform vec4 background_color
;
828 uniform sampler2D s_texture
;
830 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
831 texColor
+= background_color
* (1.0 - texColor
.a
);
832 gl_FragColor
= texColor
* v_alpha
;
834 ); // NOLINT(whitespace/parens)
837 std::string
FragmentShaderTexBackgroundPremultiplyAlpha::GetShaderString(
838 TexCoordPrecision precision
) const {
839 return FRAGMENT_SHADER(
840 precision mediump
float;
841 varying TexCoordPrecision vec2 v_texCoord
;
842 varying
float v_alpha
;
843 uniform vec4 background_color
;
844 uniform sampler2D s_texture
;
846 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
847 texColor
.rgb
*= texColor
.a
;
848 texColor
+= background_color
* (1.0 - texColor
.a
);
849 gl_FragColor
= texColor
* v_alpha
;
851 ); // NOLINT(whitespace/parens)
854 std::string
FragmentShaderRGBATexRectVaryingAlpha::GetShaderString(
855 TexCoordPrecision precision
) const {
856 return "#extension GL_ARB_texture_rectangle : require\n" +
858 precision mediump
float;
859 varying TexCoordPrecision vec2 v_texCoord
;
860 varying
float v_alpha
;
861 uniform sampler2DRect s_texture
;
863 vec4 texColor
= texture2DRect(s_texture
, v_texCoord
);
864 gl_FragColor
= texColor
* v_alpha
;
866 ); // NOLINT(whitespace/parens)
869 std::string
FragmentShaderRGBATexOpaque::GetShaderString(
870 TexCoordPrecision precision
) const {
871 return FRAGMENT_SHADER(
872 precision mediump
float;
873 varying TexCoordPrecision vec2 v_texCoord
;
874 uniform sampler2D s_texture
;
876 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
877 gl_FragColor
= vec4(texColor
.rgb
, 1.0);
879 ); // NOLINT(whitespace/parens)
882 std::string
FragmentShaderRGBATex::GetShaderString(
883 TexCoordPrecision precision
) const {
884 return FRAGMENT_SHADER(
885 precision mediump
float;
886 varying TexCoordPrecision vec2 v_texCoord
;
887 uniform sampler2D s_texture
;
889 gl_FragColor
= texture2D(s_texture
, v_texCoord
);
891 ); // NOLINT(whitespace/parens)
894 std::string
FragmentShaderRGBATexSwizzleAlpha::GetShaderString(
895 TexCoordPrecision precision
) const {
896 return FRAGMENT_SHADER(
897 precision mediump
float;
898 varying TexCoordPrecision vec2 v_texCoord
;
899 uniform sampler2D s_texture
;
902 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
904 vec4(texColor
.z
, texColor
.y
, texColor
.x
, texColor
.w
) * alpha
;
906 ); // NOLINT(whitespace/parens)
909 std::string
FragmentShaderRGBATexSwizzleOpaque::GetShaderString(
910 TexCoordPrecision precision
) const {
911 return FRAGMENT_SHADER(
912 precision mediump
float;
913 varying TexCoordPrecision vec2 v_texCoord
;
914 uniform sampler2D s_texture
;
916 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
917 gl_FragColor
= vec4(texColor
.z
, texColor
.y
, texColor
.x
, 1.0);
919 ); // NOLINT(whitespace/parens)
922 FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA()
923 : sampler_location_(-1),
924 alpha_location_(-1) {}
926 void FragmentShaderRGBATexAlphaAA::Init(WebGraphicsContext3D
* context
,
928 bool using_bind_uniform
,
929 int* base_uniform_index
) {
930 static const char* uniforms
[] = {
934 int locations
[arraysize(uniforms
)];
936 GetProgramUniformLocations(context
,
943 sampler_location_
= locations
[0];
944 alpha_location_
= locations
[1];
947 std::string
FragmentShaderRGBATexAlphaAA::GetShaderString(
948 TexCoordPrecision precision
) const {
949 return FRAGMENT_SHADER(
950 precision mediump
float;
951 uniform sampler2D s_texture
;
953 varying TexCoordPrecision vec2 v_texCoord
;
954 varying TexCoordPrecision vec4 edge_dist
[2]; // 8 edge distances.
957 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
958 vec4 d4
= min(edge_dist
[0], edge_dist
[1]);
959 vec2 d2
= min(d4
.xz
, d4
.yw
);
960 float aa
= clamp(gl_FragCoord
.w
* min(d2
.x
, d2
.y
), 0.0, 1.0);
961 gl_FragColor
= texColor
* alpha
* aa
;
963 ); // NOLINT(whitespace/parens)
966 FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
967 : sampler_location_(-1),
969 fragment_tex_transform_location_(-1) {}
971 void FragmentTexClampAlphaAABinding::Init(WebGraphicsContext3D
* context
,
973 bool using_bind_uniform
,
974 int* base_uniform_index
) {
975 static const char* uniforms
[] = {
978 "fragmentTexTransform",
980 int locations
[arraysize(uniforms
)];
982 GetProgramUniformLocations(context
,
989 sampler_location_
= locations
[0];
990 alpha_location_
= locations
[1];
991 fragment_tex_transform_location_
= locations
[2];
994 std::string
FragmentShaderRGBATexClampAlphaAA::GetShaderString(
995 TexCoordPrecision precision
) const {
996 return FRAGMENT_SHADER(
997 precision mediump
float;
998 uniform sampler2D s_texture
;
1000 uniform TexCoordPrecision vec4 fragmentTexTransform
;
1001 varying TexCoordPrecision vec2 v_texCoord
;
1002 varying TexCoordPrecision vec4 edge_dist
[2]; // 8 edge distances.
1005 TexCoordPrecision vec2 texCoord
=
1006 clamp(v_texCoord
, 0.0, 1.0) * fragmentTexTransform
.zw
+
1007 fragmentTexTransform
.xy
;
1008 vec4 texColor
= texture2D(s_texture
, texCoord
);
1009 vec4 d4
= min(edge_dist
[0], edge_dist
[1]);
1010 vec2 d2
= min(d4
.xz
, d4
.yw
);
1011 float aa
= clamp(gl_FragCoord
.w
* min(d2
.x
, d2
.y
), 0.0, 1.0);
1012 gl_FragColor
= texColor
* alpha
* aa
;
1014 ); // NOLINT(whitespace/parens)
1017 std::string
FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString(
1018 TexCoordPrecision precision
) const {
1019 return FRAGMENT_SHADER(
1020 precision mediump
float;
1021 uniform sampler2D s_texture
;
1022 uniform
float alpha
;
1023 uniform TexCoordPrecision vec4 fragmentTexTransform
;
1024 varying TexCoordPrecision vec2 v_texCoord
;
1025 varying TexCoordPrecision vec4 edge_dist
[2]; // 8 edge distances.
1028 TexCoordPrecision vec2 texCoord
=
1029 clamp(v_texCoord
, 0.0, 1.0) * fragmentTexTransform
.zw
+
1030 fragmentTexTransform
.xy
;
1031 vec4 texColor
= texture2D(s_texture
, texCoord
);
1032 vec4 d4
= min(edge_dist
[0], edge_dist
[1]);
1033 vec2 d2
= min(d4
.xz
, d4
.yw
);
1034 float aa
= clamp(gl_FragCoord
.w
* min(d2
.x
, d2
.y
), 0.0, 1.0);
1035 gl_FragColor
= vec4(texColor
.z
, texColor
.y
, texColor
.x
, texColor
.w
) *
1038 ); // NOLINT(whitespace/parens)
1041 FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
1042 : sampler_location_(-1),
1043 mask_sampler_location_(-1),
1044 alpha_location_(-1),
1045 mask_tex_coord_scale_location_(-1) {}
1047 void FragmentShaderRGBATexAlphaMask::Init(WebGraphicsContext3D
* context
,
1049 bool using_bind_uniform
,
1050 int* base_uniform_index
) {
1051 static const char* uniforms
[] = {
1055 "maskTexCoordScale",
1056 "maskTexCoordOffset",
1058 int locations
[arraysize(uniforms
)];
1060 GetProgramUniformLocations(context
,
1062 arraysize(uniforms
),
1066 base_uniform_index
);
1067 sampler_location_
= locations
[0];
1068 mask_sampler_location_
= locations
[1];
1069 alpha_location_
= locations
[2];
1070 mask_tex_coord_scale_location_
= locations
[3];
1071 mask_tex_coord_offset_location_
= locations
[4];
1074 std::string
FragmentShaderRGBATexAlphaMask::GetShaderString(
1075 TexCoordPrecision precision
) const {
1076 return FRAGMENT_SHADER(
1077 precision mediump
float;
1078 varying TexCoordPrecision vec2 v_texCoord
;
1079 uniform sampler2D s_texture
;
1080 uniform sampler2D s_mask
;
1081 uniform TexCoordPrecision vec2 maskTexCoordScale
;
1082 uniform TexCoordPrecision vec2 maskTexCoordOffset
;
1083 uniform
float alpha
;
1085 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
1086 TexCoordPrecision vec2 maskTexCoord
=
1087 vec2(maskTexCoordOffset
.x
+ v_texCoord
.x
* maskTexCoordScale
.x
,
1088 maskTexCoordOffset
.y
+ v_texCoord
.y
* maskTexCoordScale
.y
);
1089 vec4 maskColor
= texture2D(s_mask
, maskTexCoord
);
1090 gl_FragColor
= texColor
* alpha
* maskColor
.w
;
1092 ); // NOLINT(whitespace/parens)
1095 FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA()
1096 : sampler_location_(-1),
1097 mask_sampler_location_(-1),
1098 alpha_location_(-1),
1099 mask_tex_coord_scale_location_(-1),
1100 mask_tex_coord_offset_location_(-1) {}
1102 void FragmentShaderRGBATexAlphaMaskAA::Init(WebGraphicsContext3D
* context
,
1104 bool using_bind_uniform
,
1105 int* base_uniform_index
) {
1106 static const char* uniforms
[] = {
1110 "maskTexCoordScale",
1111 "maskTexCoordOffset",
1113 int locations
[arraysize(uniforms
)];
1115 GetProgramUniformLocations(context
,
1117 arraysize(uniforms
),
1121 base_uniform_index
);
1122 sampler_location_
= locations
[0];
1123 mask_sampler_location_
= locations
[1];
1124 alpha_location_
= locations
[2];
1125 mask_tex_coord_scale_location_
= locations
[3];
1126 mask_tex_coord_offset_location_
= locations
[4];
1129 std::string
FragmentShaderRGBATexAlphaMaskAA::GetShaderString(
1130 TexCoordPrecision precision
) const {
1131 return FRAGMENT_SHADER(
1132 precision mediump
float;
1133 uniform sampler2D s_texture
;
1134 uniform sampler2D s_mask
;
1135 uniform TexCoordPrecision vec2 maskTexCoordScale
;
1136 uniform TexCoordPrecision vec2 maskTexCoordOffset
;
1137 uniform
float alpha
;
1138 varying TexCoordPrecision vec2 v_texCoord
;
1139 varying TexCoordPrecision vec4 edge_dist
[2]; // 8 edge distances.
1142 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
1143 TexCoordPrecision vec2 maskTexCoord
=
1144 vec2(maskTexCoordOffset
.x
+ v_texCoord
.x
* maskTexCoordScale
.x
,
1145 maskTexCoordOffset
.y
+ v_texCoord
.y
* maskTexCoordScale
.y
);
1146 vec4 maskColor
= texture2D(s_mask
, maskTexCoord
);
1147 vec4 d4
= min(edge_dist
[0], edge_dist
[1]);
1148 vec2 d2
= min(d4
.xz
, d4
.yw
);
1149 float aa
= clamp(gl_FragCoord
.w
* min(d2
.x
, d2
.y
), 0.0, 1.0);
1150 gl_FragColor
= texColor
* alpha
* maskColor
.w
* aa
;
1152 ); // NOLINT(whitespace/parens)
1155 FragmentShaderRGBATexAlphaMaskColorMatrixAA::
1156 FragmentShaderRGBATexAlphaMaskColorMatrixAA()
1157 : sampler_location_(-1),
1158 mask_sampler_location_(-1),
1159 alpha_location_(-1),
1160 mask_tex_coord_scale_location_(-1),
1161 color_matrix_location_(-1),
1162 color_offset_location_(-1) {}
1164 void FragmentShaderRGBATexAlphaMaskColorMatrixAA::Init(
1165 WebGraphicsContext3D
* context
,
1167 bool using_bind_uniform
,
1168 int* base_uniform_index
) {
1169 static const char* uniforms
[] = {
1173 "maskTexCoordScale",
1174 "maskTexCoordOffset",
1178 int locations
[arraysize(uniforms
)];
1180 GetProgramUniformLocations(context
,
1182 arraysize(uniforms
),
1186 base_uniform_index
);
1187 sampler_location_
= locations
[0];
1188 mask_sampler_location_
= locations
[1];
1189 alpha_location_
= locations
[2];
1190 mask_tex_coord_scale_location_
= locations
[3];
1191 mask_tex_coord_offset_location_
= locations
[4];
1192 color_matrix_location_
= locations
[5];
1193 color_offset_location_
= locations
[6];
1196 std::string
FragmentShaderRGBATexAlphaMaskColorMatrixAA::GetShaderString(
1197 TexCoordPrecision precision
) const {
1198 return FRAGMENT_SHADER(
1199 precision mediump
float;
1200 uniform sampler2D s_texture
;
1201 uniform sampler2D s_mask
;
1202 uniform vec2 maskTexCoordScale
;
1203 uniform vec2 maskTexCoordOffset
;
1204 uniform mat4 colorMatrix
;
1205 uniform vec4 colorOffset
;
1206 uniform
float alpha
;
1207 varying TexCoordPrecision vec2 v_texCoord
;
1208 varying TexCoordPrecision vec4 edge_dist
[2]; // 8 edge distances.
1211 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
1212 float nonZeroAlpha
= max(texColor
.a
, 0.00001);
1213 texColor
= vec4(texColor
.rgb
/ nonZeroAlpha
, nonZeroAlpha
);
1214 texColor
= colorMatrix
* texColor
+ colorOffset
;
1215 texColor
.rgb
*= texColor
.a
;
1216 texColor
= clamp(texColor
, 0.0, 1.0);
1217 TexCoordPrecision vec2 maskTexCoord
=
1218 vec2(maskTexCoordOffset
.x
+ v_texCoord
.x
* maskTexCoordScale
.x
,
1219 maskTexCoordOffset
.y
+ v_texCoord
.y
* maskTexCoordScale
.y
);
1220 vec4 maskColor
= texture2D(s_mask
, maskTexCoord
);
1221 vec4 d4
= min(edge_dist
[0], edge_dist
[1]);
1222 vec2 d2
= min(d4
.xz
, d4
.yw
);
1223 float aa
= clamp(gl_FragCoord
.w
* min(d2
.x
, d2
.y
), 0.0, 1.0);
1224 gl_FragColor
= texColor
* alpha
* maskColor
.w
* aa
;
1226 ); // NOLINT(whitespace/parens)
1229 FragmentShaderRGBATexAlphaColorMatrixAA::
1230 FragmentShaderRGBATexAlphaColorMatrixAA()
1231 : sampler_location_(-1),
1232 alpha_location_(-1),
1233 color_matrix_location_(-1),
1234 color_offset_location_(-1) {}
1236 void FragmentShaderRGBATexAlphaColorMatrixAA::Init(
1237 WebGraphicsContext3D
* context
,
1239 bool using_bind_uniform
,
1240 int* base_uniform_index
) {
1241 static const char* uniforms
[] = {
1247 int locations
[arraysize(uniforms
)];
1249 GetProgramUniformLocations(context
,
1251 arraysize(uniforms
),
1255 base_uniform_index
);
1256 sampler_location_
= locations
[0];
1257 alpha_location_
= locations
[1];
1258 color_matrix_location_
= locations
[2];
1259 color_offset_location_
= locations
[3];
1262 std::string
FragmentShaderRGBATexAlphaColorMatrixAA::GetShaderString(
1263 TexCoordPrecision precision
) const {
1264 return FRAGMENT_SHADER(
1265 precision mediump
float;
1266 uniform sampler2D s_texture
;
1267 uniform
float alpha
;
1268 uniform mat4 colorMatrix
;
1269 uniform vec4 colorOffset
;
1270 varying TexCoordPrecision vec2 v_texCoord
;
1271 varying TexCoordPrecision vec4 edge_dist
[2]; // 8 edge distances.
1274 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
1275 float nonZeroAlpha
= max(texColor
.a
, 0.00001);
1276 texColor
= vec4(texColor
.rgb
/ nonZeroAlpha
, nonZeroAlpha
);
1277 texColor
= colorMatrix
* texColor
+ colorOffset
;
1278 texColor
.rgb
*= texColor
.a
;
1279 texColor
= clamp(texColor
, 0.0, 1.0);
1280 vec4 d4
= min(edge_dist
[0], edge_dist
[1]);
1281 vec2 d2
= min(d4
.xz
, d4
.yw
);
1282 float aa
= clamp(gl_FragCoord
.w
* min(d2
.x
, d2
.y
), 0.0, 1.0);
1283 gl_FragColor
= texColor
* alpha
* aa
;
1285 ); // NOLINT(whitespace/parens)
1288 FragmentShaderRGBATexAlphaMaskColorMatrix::
1289 FragmentShaderRGBATexAlphaMaskColorMatrix()
1290 : sampler_location_(-1),
1291 mask_sampler_location_(-1),
1292 alpha_location_(-1),
1293 mask_tex_coord_scale_location_(-1) {}
1295 void FragmentShaderRGBATexAlphaMaskColorMatrix::Init(
1296 WebGraphicsContext3D
* context
,
1298 bool using_bind_uniform
,
1299 int* base_uniform_index
) {
1300 static const char* uniforms
[] = {
1304 "maskTexCoordScale",
1305 "maskTexCoordOffset",
1309 int locations
[arraysize(uniforms
)];
1311 GetProgramUniformLocations(context
,
1313 arraysize(uniforms
),
1317 base_uniform_index
);
1318 sampler_location_
= locations
[0];
1319 mask_sampler_location_
= locations
[1];
1320 alpha_location_
= locations
[2];
1321 mask_tex_coord_scale_location_
= locations
[3];
1322 mask_tex_coord_offset_location_
= locations
[4];
1323 color_matrix_location_
= locations
[5];
1324 color_offset_location_
= locations
[6];
1327 std::string
FragmentShaderRGBATexAlphaMaskColorMatrix::GetShaderString(
1328 TexCoordPrecision precision
) const {
1329 return FRAGMENT_SHADER(
1330 precision mediump
float;
1331 varying TexCoordPrecision vec2 v_texCoord
;
1332 uniform sampler2D s_texture
;
1333 uniform sampler2D s_mask
;
1334 uniform vec2 maskTexCoordScale
;
1335 uniform vec2 maskTexCoordOffset
;
1336 uniform mat4 colorMatrix
;
1337 uniform vec4 colorOffset
;
1338 uniform
float alpha
;
1340 vec4 texColor
= texture2D(s_texture
, v_texCoord
);
1341 float nonZeroAlpha
= max(texColor
.a
, 0.00001);
1342 texColor
= vec4(texColor
.rgb
/ nonZeroAlpha
, nonZeroAlpha
);
1343 texColor
= colorMatrix
* texColor
+ colorOffset
;
1344 texColor
.rgb
*= texColor
.a
;
1345 texColor
= clamp(texColor
, 0.0, 1.0);
1346 TexCoordPrecision vec2 maskTexCoord
=
1347 vec2(maskTexCoordOffset
.x
+ v_texCoord
.x
* maskTexCoordScale
.x
,
1348 maskTexCoordOffset
.y
+ v_texCoord
.y
* maskTexCoordScale
.y
);
1349 vec4 maskColor
= texture2D(s_mask
, maskTexCoord
);
1350 gl_FragColor
= texColor
* alpha
* maskColor
.w
;
1352 ); // NOLINT(whitespace/parens)
1355 FragmentShaderYUVVideo::FragmentShaderYUVVideo()
1356 : y_texture_location_(-1),
1357 u_texture_location_(-1),
1358 v_texture_location_(-1),
1359 alpha_location_(-1),
1360 yuv_matrix_location_(-1),
1361 yuv_adj_location_(-1) {}
1363 void FragmentShaderYUVVideo::Init(WebGraphicsContext3D
* context
,
1365 bool using_bind_uniform
,
1366 int* base_uniform_index
) {
1367 static const char* uniforms
[] = {
1375 int locations
[arraysize(uniforms
)];
1377 GetProgramUniformLocations(context
,
1379 arraysize(uniforms
),
1383 base_uniform_index
);
1384 y_texture_location_
= locations
[0];
1385 u_texture_location_
= locations
[1];
1386 v_texture_location_
= locations
[2];
1387 alpha_location_
= locations
[3];
1388 yuv_matrix_location_
= locations
[4];
1389 yuv_adj_location_
= locations
[5];
1392 std::string
FragmentShaderYUVVideo::GetShaderString(
1393 TexCoordPrecision precision
) const {
1394 return FRAGMENT_SHADER(
1395 precision mediump
float;
1396 precision mediump
int;
1397 varying TexCoordPrecision vec2 v_texCoord
;
1398 uniform sampler2D y_texture
;
1399 uniform sampler2D u_texture
;
1400 uniform sampler2D v_texture
;
1401 uniform
float alpha
;
1402 uniform vec3 yuv_adj
;
1403 uniform mat3 yuv_matrix
;
1405 float y_raw
= texture2D(y_texture
, v_texCoord
).x
;
1406 float u_unsigned
= texture2D(u_texture
, v_texCoord
).x
;
1407 float v_unsigned
= texture2D(v_texture
, v_texCoord
).x
;
1408 vec3 yuv
= vec3(y_raw
, u_unsigned
, v_unsigned
) + yuv_adj
;
1409 vec3 rgb
= yuv_matrix
* yuv
;
1410 gl_FragColor
= vec4(rgb
, 1.0) * alpha
;
1412 ); // NOLINT(whitespace/parens)
1415 FragmentShaderYUVAVideo::FragmentShaderYUVAVideo()
1416 : y_texture_location_(-1),
1417 u_texture_location_(-1),
1418 v_texture_location_(-1),
1419 a_texture_location_(-1),
1420 alpha_location_(-1),
1421 yuv_matrix_location_(-1),
1422 yuv_adj_location_(-1) {
1425 void FragmentShaderYUVAVideo::Init(WebGraphicsContext3D
* context
,
1427 bool using_bind_uniform
,
1428 int* base_uniform_index
) {
1429 static const char* uniforms
[] = {
1438 int locations
[arraysize(uniforms
)];
1440 GetProgramUniformLocations(context
,
1442 arraysize(uniforms
),
1446 base_uniform_index
);
1447 y_texture_location_
= locations
[0];
1448 u_texture_location_
= locations
[1];
1449 v_texture_location_
= locations
[2];
1450 a_texture_location_
= locations
[3];
1451 alpha_location_
= locations
[4];
1452 yuv_matrix_location_
= locations
[5];
1453 yuv_adj_location_
= locations
[6];
1456 std::string
FragmentShaderYUVAVideo::GetShaderString(
1457 TexCoordPrecision precision
) const {
1458 return FRAGMENT_SHADER(
1459 precision mediump
float;
1460 precision mediump
int;
1461 varying TexCoordPrecision vec2 v_texCoord
;
1462 uniform sampler2D y_texture
;
1463 uniform sampler2D u_texture
;
1464 uniform sampler2D v_texture
;
1465 uniform sampler2D a_texture
;
1466 uniform
float alpha
;
1467 uniform vec3 yuv_adj
;
1468 uniform mat3 yuv_matrix
;
1470 float y_raw
= texture2D(y_texture
, v_texCoord
).x
;
1471 float u_unsigned
= texture2D(u_texture
, v_texCoord
).x
;
1472 float v_unsigned
= texture2D(v_texture
, v_texCoord
).x
;
1473 float a_raw
= texture2D(a_texture
, v_texCoord
).x
;
1474 vec3 yuv
= vec3(y_raw
, u_unsigned
, v_unsigned
) + yuv_adj
;
1475 vec3 rgb
= yuv_matrix
* yuv
;
1476 gl_FragColor
= vec4(rgb
, 1.0) * (alpha
* a_raw
);
1478 ); // NOLINT(whitespace/parens)
1481 FragmentShaderColor::FragmentShaderColor()
1482 : color_location_(-1) {}
1484 void FragmentShaderColor::Init(WebGraphicsContext3D
* context
,
1486 bool using_bind_uniform
,
1487 int* base_uniform_index
) {
1488 static const char* uniforms
[] = {
1491 int locations
[arraysize(uniforms
)];
1493 GetProgramUniformLocations(context
,
1495 arraysize(uniforms
),
1499 base_uniform_index
);
1500 color_location_
= locations
[0];
1503 std::string
FragmentShaderColor::GetShaderString(
1504 TexCoordPrecision precision
) const {
1505 return FRAGMENT_SHADER(
1506 precision mediump
float;
1509 gl_FragColor
= color
;
1511 ); // NOLINT(whitespace/parens)
1514 FragmentShaderColorAA::FragmentShaderColorAA()
1515 : color_location_(-1) {}
1517 void FragmentShaderColorAA::Init(WebGraphicsContext3D
* context
,
1519 bool using_bind_uniform
,
1520 int* base_uniform_index
) {
1521 static const char* uniforms
[] = {
1524 int locations
[arraysize(uniforms
)];
1526 GetProgramUniformLocations(context
,
1528 arraysize(uniforms
),
1532 base_uniform_index
);
1533 color_location_
= locations
[0];
1536 std::string
FragmentShaderColorAA::GetShaderString(
1537 TexCoordPrecision precision
) const {
1538 return FRAGMENT_SHADER(
1539 precision mediump
float;
1541 varying vec4 edge_dist
[2]; // 8 edge distances.
1544 vec4 d4
= min(edge_dist
[0], edge_dist
[1]);
1545 vec2 d2
= min(d4
.xz
, d4
.yw
);
1546 float aa
= clamp(gl_FragCoord
.w
* min(d2
.x
, d2
.y
), 0.0, 1.0);
1547 gl_FragColor
= color
* aa
;
1549 ); // NOLINT(whitespace/parens)
1552 FragmentShaderCheckerboard::FragmentShaderCheckerboard()
1553 : alpha_location_(-1),
1554 tex_transform_location_(-1),
1555 frequency_location_(-1) {}
1557 void FragmentShaderCheckerboard::Init(WebGraphicsContext3D
* context
,
1559 bool using_bind_uniform
,
1560 int* base_uniform_index
) {
1561 static const char* uniforms
[] = {
1567 int locations
[arraysize(uniforms
)];
1569 GetProgramUniformLocations(context
,
1571 arraysize(uniforms
),
1575 base_uniform_index
);
1576 alpha_location_
= locations
[0];
1577 tex_transform_location_
= locations
[1];
1578 frequency_location_
= locations
[2];
1579 color_location_
= locations
[3];
1582 std::string
FragmentShaderCheckerboard::GetShaderString(
1583 TexCoordPrecision precision
) const {
1584 // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
1585 // by Munshi, Ginsburg, Shreiner.
1586 return FRAGMENT_SHADER(
1587 precision mediump
float;
1588 precision mediump
int;
1589 varying vec2 v_texCoord
;
1590 uniform
float alpha
;
1591 uniform
float frequency
;
1592 uniform vec4 texTransform
;
1595 vec4 color1
= vec4(1.0, 1.0, 1.0, 1.0);
1596 vec4 color2
= color
;
1598 clamp(v_texCoord
, 0.0, 1.0) * texTransform
.zw
+ texTransform
.xy
;
1599 vec2 coord
= mod(floor(texCoord
* frequency
* 2.0), 2.0);
1600 float picker
= abs(coord
.x
- coord
.y
); // NOLINT
1601 gl_FragColor
= mix(color1
, color2
, picker
) * alpha
;
1603 ); // NOLINT(whitespace/parens)