blob: 96b745ce94493479b6b217fda4cd654483f4e32f [file] [log] [blame]
// Copyright 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "cc/output/shader.h"
#include <algorithm>
#include "base/basictypes.h"
#include "base/logging.h"
#include "cc/output/gl_renderer.h" // For the GLC() macro.
#include "gpu/command_buffer/client/gles2_interface.h"
#include "third_party/khronos/GLES2/gl2.h"
#define SHADER0(Src) #Src
#define VERTEX_SHADER(Src) SetVertexTexCoordPrecision(SHADER0(Src))
#define FRAGMENT_SHADER(Src) SetFragmentTexCoordPrecision( \
precision, SetFragmentSamplerType(sampler, SHADER0(Src)))
using gpu::gles2::GLES2Interface;
namespace cc {
namespace {
static void GetProgramUniformLocations(GLES2Interface* context,
unsigned program,
size_t count,
const char** uniforms,
int* locations,
int* base_uniform_index) {
for (size_t i = 0; i < count; i++) {
locations[i] = (*base_uniform_index)++;
context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]);
}
}
static std::string SetFragmentTexCoordPrecision(
TexCoordPrecision requested_precision, std::string shader_string) {
switch (requested_precision) {
case 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);
DCHECK_EQ(shader_string.find("texture2DRect"), std::string::npos);
return shader_string;
default:
NOTREACHED();
break;
}
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(GLES2Interface* context,
int *highp_threshold_cache,
int highp_threshold_min,
int x, int y) {
if (*highp_threshold_cache == 0) {
// Initialize range and precision with minimum spec values for when
// GetShaderPrecisionFormat is a test stub.
// TODO(brianderson): Implement better stubs of GetShaderPrecisionFormat
// everywhere.
GLint range[2] = { 14, 14 };
GLint precision = 10;
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;
}
static std::string SetFragmentSamplerType(
SamplerType requested_type, std::string shader_string) {
switch (requested_type) {
case SamplerType2D:
DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
return
"#define SamplerType sampler2D\n"
"#define TextureLookup texture2D\n" +
shader_string;
case SamplerType2DRect:
DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
return
"#extension GL_ARB_texture_rectangle : require\n"
"#define SamplerType sampler2DRect\n"
"#define TextureLookup texture2DRect\n" +
shader_string;
case SamplerTypeExternalOES:
DCHECK_NE(shader_string.find("SamplerType"), std::string::npos);
DCHECK_NE(shader_string.find("TextureLookup"), std::string::npos);
return
"#extension GL_OES_EGL_image_external : require\n"
"#define SamplerType samplerExternalOES\n"
"#define TextureLookup texture2D\n" +
shader_string;
case SamplerTypeNA:
DCHECK_EQ(shader_string.find("SamplerType"), std::string::npos);
DCHECK_EQ(shader_string.find("TextureLookup"), std::string::npos);
return shader_string;
default:
NOTREACHED();
break;
}
return shader_string;
}
} // namespace
TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
int* highp_threshold_cache,
int highp_threshold_min,
const gfx::Point& max_coordinate) {
return TexCoordPrecisionRequired(context,
highp_threshold_cache, highp_threshold_min,
max_coordinate.x(), max_coordinate.y());
}
TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
int *highp_threshold_cache,
int highp_threshold_min,
const gfx::Size& max_size) {
return TexCoordPrecisionRequired(context,
highp_threshold_cache, highp_threshold_min,
max_size.width(), max_size.height());
}
VertexShaderPosTex::VertexShaderPosTex()
: matrix_location_(-1) {}
void VertexShaderPosTex::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
}
std::string VertexShaderPosTex::GetShaderString() const {
return VERTEX_SHADER(
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)
}
VertexShaderPosTexYUVStretchOffset::VertexShaderPosTexYUVStretchOffset()
: matrix_location_(-1), tex_scale_location_(-1), tex_offset_location_(-1) {}
void VertexShaderPosTexYUVStretchOffset::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
"texScale",
"texOffset",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
tex_scale_location_ = locations[1];
tex_offset_location_ = locations[2];
}
std::string VertexShaderPosTexYUVStretchOffset::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;
uniform TexCoordPrecision vec2 texOffset;
void main() {
gl_Position = matrix * a_position;
v_texCoord = a_texCoord * texScale + texOffset;
}
); // NOLINT(whitespace/parens)
}
VertexShaderPos::VertexShaderPos()
: matrix_location_(-1) {}
void VertexShaderPos::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
}
std::string VertexShaderPos::GetShaderString() const {
return VERTEX_SHADER(
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
"texTransform",
"opacity",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
tex_transform_location_ = locations[1];
vertex_opacity_location_ = locations[2];
}
std::string VertexShaderPosTexTransform::GetShaderString() const {
return VERTEX_SHADER(
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
"quad",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
quad_location_ = locations[1];
}
std::string VertexShaderQuad::GetShaderString() const {
#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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
"viewport",
"quad",
"edge",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
viewport_location_ = locations[1];
quad_location_ = locations[2];
edge_location_ = locations[3];
}
std::string VertexShaderQuadAA::GetShaderString() const {
return VERTEX_SHADER(
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
"viewport",
"quad",
"edge",
"texTrans",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
viewport_location_ = locations[1];
quad_location_ = locations[2];
edge_location_ = locations[3];
tex_transform_location_ = locations[4];
}
std::string VertexShaderQuadTexTransformAA::GetShaderString() const {
return VERTEX_SHADER(
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
"quad",
"vertexTexTransform",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
quad_location_ = locations[1];
vertex_tex_transform_location_ = locations[2];
}
std::string VertexShaderTile::GetShaderString() const {
return VERTEX_SHADER(
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
"viewport",
"quad",
"edge",
"vertexTexTransform",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
viewport_location_ = locations[1];
quad_location_ = locations[2];
edge_location_ = locations[3];
vertex_tex_transform_location_ = locations[4];
}
std::string VertexShaderTileAA::GetShaderString() const {
return VERTEX_SHADER(
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"matrix",
"texMatrix",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
matrix_location_ = locations[0];
tex_matrix_location_ = locations[1];
}
std::string VertexShaderVideoTransform::GetShaderString() const {
return VERTEX_SHADER(
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"alpha",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"alpha",
"colorMatrix",
"colorOffset",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
}
std::string FragmentShaderRGBATexAlpha::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType s_texture;
uniform float alpha;
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
gl_FragColor = texColor * alpha;
}
); // NOLINT(whitespace/parens)
}
std::string FragmentShaderRGBATexColorMatrixAlpha::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType s_texture;
uniform float alpha;
uniform mat4 colorMatrix;
uniform vec4 colorOffset;
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
float nonZeroAlpha = max(texColor.a, 0.00001);
texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
texColor = colorMatrix * texColor + colorOffset;
texColor.rgb *= texColor.a;
texColor = clamp(texColor, 0.0, 1.0);
gl_FragColor = texColor * alpha;
}
); // NOLINT(whitespace/parens)
}
std::string FragmentShaderRGBATexVaryingAlpha::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
varying float v_alpha;
uniform SamplerType s_texture;
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
gl_FragColor = texColor * v_alpha;
}
); // NOLINT(whitespace/parens)
}
std::string FragmentShaderRGBATexPremultiplyAlpha::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
varying float v_alpha;
uniform SamplerType s_texture;
void main() {
vec4 texColor = TextureLookup(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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"background_color",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
DCHECK_NE(sampler_location_, -1);
background_color_location_ = locations[1];
DCHECK_NE(background_color_location_, -1);
}
std::string FragmentShaderTexBackgroundVaryingAlpha::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
varying float v_alpha;
uniform vec4 background_color;
uniform SamplerType s_texture;
void main() {
vec4 texColor = TextureLookup(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, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
varying float v_alpha;
uniform vec4 background_color;
uniform SamplerType s_texture;
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
texColor.rgb *= texColor.a;
texColor += background_color * (1.0 - texColor.a);
gl_FragColor = texColor * v_alpha;
}
); // NOLINT(whitespace/parens)
}
std::string FragmentShaderRGBATexOpaque::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType s_texture;
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
gl_FragColor = vec4(texColor.rgb, 1.0);
}
); // NOLINT(whitespace/parens)
}
std::string FragmentShaderRGBATex::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType s_texture;
void main() {
gl_FragColor = TextureLookup(s_texture, v_texCoord);
}
); // NOLINT(whitespace/parens)
}
std::string FragmentShaderRGBATexSwizzleAlpha::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType s_texture;
uniform float alpha;
void main() {
vec4 texColor = TextureLookup(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, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType s_texture;
void main() {
vec4 texColor = TextureLookup(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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"alpha",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
alpha_location_ = locations[1];
}
std::string FragmentShaderRGBATexAlphaAA::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform SamplerType s_texture;
uniform float alpha;
varying TexCoordPrecision vec2 v_texCoord;
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
vec4 d4 = min(edge_dist[0], edge_dist[1]);
vec2 d2 = min(d4.xz, d4.yw);
float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
gl_FragColor = texColor * alpha * aa;
}
); // NOLINT(whitespace/parens)
}
FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding()
: sampler_location_(-1),
alpha_location_(-1),
fragment_tex_transform_location_(-1) {}
void FragmentTexClampAlphaAABinding::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"alpha",
"fragmentTexTransform",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
alpha_location_ = locations[1];
fragment_tex_transform_location_ = locations[2];
}
std::string FragmentShaderRGBATexClampAlphaAA::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform SamplerType s_texture;
uniform float alpha;
uniform TexCoordPrecision vec4 fragmentTexTransform;
varying TexCoordPrecision vec2 v_texCoord;
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
void main() {
TexCoordPrecision vec2 texCoord =
clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
fragmentTexTransform.xy;
vec4 texColor = TextureLookup(s_texture, texCoord);
vec4 d4 = min(edge_dist[0], edge_dist[1]);
vec2 d2 = min(d4.xz, d4.yw);
float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
gl_FragColor = texColor * alpha * aa;
}
); // NOLINT(whitespace/parens)
}
std::string FragmentShaderRGBATexClampSwizzleAlphaAA::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform SamplerType s_texture;
uniform float alpha;
uniform TexCoordPrecision vec4 fragmentTexTransform;
varying TexCoordPrecision vec2 v_texCoord;
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
void main() {
TexCoordPrecision vec2 texCoord =
clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw +
fragmentTexTransform.xy;
vec4 texColor = TextureLookup(s_texture, texCoord);
vec4 d4 = min(edge_dist[0], edge_dist[1]);
vec2 d2 = min(d4.xz, d4.yw);
float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) *
alpha * aa;
}
); // NOLINT(whitespace/parens)
}
FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask()
: sampler_location_(-1),
mask_sampler_location_(-1),
alpha_location_(-1),
mask_tex_coord_scale_location_(-1) {}
void FragmentShaderRGBATexAlphaMask::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"s_mask",
"alpha",
"maskTexCoordScale",
"maskTexCoordOffset",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
sampler_location_ = locations[0];
mask_sampler_location_ = locations[1];
alpha_location_ = locations[2];
mask_tex_coord_scale_location_ = locations[3];
mask_tex_coord_offset_location_ = locations[4];
}
std::string FragmentShaderRGBATexAlphaMask::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType s_texture;
uniform SamplerType s_mask;
uniform TexCoordPrecision vec2 maskTexCoordScale;
uniform TexCoordPrecision vec2 maskTexCoordOffset;
uniform float alpha;
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
TexCoordPrecision vec2 maskTexCoord =
vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
gl_FragColor = 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(GLES2Interface* context,
unsigned program,
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,
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, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform SamplerType s_texture;
uniform SamplerType s_mask;
uniform TexCoordPrecision vec2 maskTexCoordScale;
uniform TexCoordPrecision vec2 maskTexCoordOffset;
uniform float alpha;
varying TexCoordPrecision vec2 v_texCoord;
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
TexCoordPrecision vec2 maskTexCoord =
vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
vec4 d4 = min(edge_dist[0], edge_dist[1]);
vec2 d2 = min(d4.xz, d4.yw);
float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
gl_FragColor = 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(
GLES2Interface* context,
unsigned program,
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,
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, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform SamplerType s_texture;
uniform SamplerType s_mask;
uniform vec2 maskTexCoordScale;
uniform vec2 maskTexCoordOffset;
uniform mat4 colorMatrix;
uniform vec4 colorOffset;
uniform float alpha;
varying TexCoordPrecision vec2 v_texCoord;
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
float nonZeroAlpha = max(texColor.a, 0.00001);
texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
texColor = colorMatrix * texColor + colorOffset;
texColor.rgb *= texColor.a;
texColor = clamp(texColor, 0.0, 1.0);
TexCoordPrecision vec2 maskTexCoord =
vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
vec4 d4 = min(edge_dist[0], edge_dist[1]);
vec2 d2 = min(d4.xz, d4.yw);
float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
gl_FragColor = 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(
GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"s_texture",
"alpha",
"colorMatrix",
"colorOffset",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
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, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform SamplerType s_texture;
uniform float alpha;
uniform mat4 colorMatrix;
uniform vec4 colorOffset;
varying TexCoordPrecision vec2 v_texCoord;
varying TexCoordPrecision vec4 edge_dist[2]; // 8 edge distances.
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
float nonZeroAlpha = max(texColor.a, 0.00001);
texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
texColor = colorMatrix * texColor + colorOffset;
texColor.rgb *= texColor.a;
texColor = clamp(texColor, 0.0, 1.0);
vec4 d4 = min(edge_dist[0], edge_dist[1]);
vec2 d2 = min(d4.xz, d4.yw);
float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
gl_FragColor = 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(
GLES2Interface* context,
unsigned program,
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,
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, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType s_texture;
uniform SamplerType s_mask;
uniform vec2 maskTexCoordScale;
uniform vec2 maskTexCoordOffset;
uniform mat4 colorMatrix;
uniform vec4 colorOffset;
uniform float alpha;
void main() {
vec4 texColor = TextureLookup(s_texture, v_texCoord);
float nonZeroAlpha = max(texColor.a, 0.00001);
texColor = vec4(texColor.rgb / nonZeroAlpha, nonZeroAlpha);
texColor = colorMatrix * texColor + colorOffset;
texColor.rgb *= texColor.a;
texColor = clamp(texColor, 0.0, 1.0);
TexCoordPrecision vec2 maskTexCoord =
vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x,
maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y);
vec4 maskColor = TextureLookup(s_mask, maskTexCoord);
gl_FragColor = 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(GLES2Interface* context,
unsigned program,
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,
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, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
precision mediump int;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType y_texture;
uniform SamplerType u_texture;
uniform SamplerType v_texture;
uniform float alpha;
uniform vec3 yuv_adj;
uniform mat3 yuv_matrix;
void main() {
float y_raw = TextureLookup(y_texture, v_texCoord).x;
float u_unsigned = TextureLookup(u_texture, v_texCoord).x;
float v_unsigned = TextureLookup(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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"y_texture",
"u_texture",
"v_texture",
"a_texture",
"alpha",
"cc_matrix",
"yuv_adj",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
y_texture_location_ = locations[0];
u_texture_location_ = locations[1];
v_texture_location_ = locations[2];
a_texture_location_ = locations[3];
alpha_location_ = locations[4];
yuv_matrix_location_ = locations[5];
yuv_adj_location_ = locations[6];
}
std::string FragmentShaderYUVAVideo::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
precision mediump int;
varying TexCoordPrecision vec2 v_texCoord;
uniform SamplerType y_texture;
uniform SamplerType u_texture;
uniform SamplerType v_texture;
uniform SamplerType a_texture;
uniform float alpha;
uniform vec3 yuv_adj;
uniform mat3 yuv_matrix;
void main() {
float y_raw = TextureLookup(y_texture, v_texCoord).x;
float u_unsigned = TextureLookup(u_texture, v_texCoord).x;
float v_unsigned = TextureLookup(v_texture, v_texCoord).x;
float a_raw = TextureLookup(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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"color",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
color_location_ = locations[0];
}
std::string FragmentShaderColor::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
precision mediump float;
uniform vec4 color;
void main() {
gl_FragColor = color;
}
); // NOLINT(whitespace/parens)
}
FragmentShaderColorAA::FragmentShaderColorAA()
: color_location_(-1) {}
void FragmentShaderColorAA::Init(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"color",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
base_uniform_index);
color_location_ = locations[0];
}
std::string FragmentShaderColorAA::GetShaderString(
TexCoordPrecision precision, SamplerType sampler) const {
return FRAGMENT_SHADER(
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(GLES2Interface* context,
unsigned program,
int* base_uniform_index) {
static const char* uniforms[] = {
"alpha",
"texTransform",
"frequency",
"color",
};
int locations[arraysize(uniforms)];
GetProgramUniformLocations(context,
program,
arraysize(uniforms),
uniforms,
locations,
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, SamplerType sampler) 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); // NOLINT
gl_FragColor = mix(color1, color2, picker) * alpha;
}
); // NOLINT(whitespace/parens)
}
} // namespace cc