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author | skaslev@chromium.org <skaslev@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2013-07-04 02:08:37 +0000 |
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committer | skaslev@chromium.org <skaslev@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2013-07-04 02:08:37 +0000 |
commit | e049d638f9d29eed28c490b3018bdc79ea208463 (patch) | |
tree | 012782a40ecd464de17fb7841fe6ebb2daaeebad | |
parent | 50b196c9360f129e7e6903f825f83635b00c272b (diff) | |
download | chromium_src-e049d638f9d29eed28c490b3018bdc79ea208463.zip chromium_src-e049d638f9d29eed28c490b3018bdc79ea208463.tar.gz chromium_src-e049d638f9d29eed28c490b3018bdc79ea208463.tar.bz2 |
Revert 210087 "Minor shaders clean up."
> Minor shaders clean up.
>
> R=reveman
>
> Review URL: https://chromiumcodereview.appspot.com/18164006
TBR=skaslev@chromium.org
Review URL: https://codereview.chromium.org/18658002
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@210102 0039d316-1c4b-4281-b951-d872f2087c98
-rw-r--r-- | cc/output/shader.cc | 26 |
1 files changed, 19 insertions, 7 deletions
diff --git a/cc/output/shader.cc b/cc/output/shader.cc index dfdbae6..b248a8a 100644 --- a/cc/output/shader.cc +++ b/cc/output/shader.cc @@ -193,8 +193,8 @@ std::string VertexShaderPosTexYUVStretch::GetShaderString() const { attribute vec4 a_position; attribute TexCoordPrecision vec2 a_texCoord; uniform mat4 matrix; - uniform TexCoordPrecision vec2 texScale; varying TexCoordPrecision vec2 v_texCoord; + uniform TexCoordPrecision vec2 texScale; void main() { gl_Position = matrix * a_position; v_texCoord = a_texCoord * texScale; @@ -335,6 +335,7 @@ std::string VertexShaderQuad::GetShaderString() const { // 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]; @@ -342,18 +343,21 @@ std::string VertexShaderQuad::GetShaderString() const { varying TexCoordPrecision vec2 dummy_varying; void main() { vec2 pos = quad[int(a_index)]; // NOLINT - gl_Position = matrix * vec4(pos, 0.0, 1.0); + gl_Position = matrix * vec4( + pos.x, pos.y, a_position.z, a_position.w); dummy_varying = dummy_uniform; } ); // NOLINT(whitespace/parens) #else return VERTEX_SHADER( + attribute TexCoordPrecision vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform TexCoordPrecision vec2 quad[4]; void main() { vec2 pos = quad[int(a_index)]; // NOLINT - gl_Position = matrix * vec4(pos, 0.0, 1.0); + gl_Position = matrix * vec4( + pos.x, pos.y, a_position.z, a_position.w); } ); // NOLINT(whitespace/parens) #endif @@ -398,6 +402,7 @@ void VertexShaderQuadAA::Init(WebGraphicsContext3D* context, std::string VertexShaderQuadAA::GetShaderString() const { return VERTEX_SHADER( + attribute TexCoordPrecision vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec4 viewport; @@ -407,7 +412,8 @@ std::string VertexShaderQuadAA::GetShaderString() const { void main() { vec2 pos = quad[int(a_index)]; // NOLINT - gl_Position = matrix * vec4(pos, 0.0, 1.0); + gl_Position = matrix * vec4( + pos.x, pos.y, 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), @@ -465,6 +471,7 @@ void VertexShaderQuadTexTransformAA::Init(WebGraphicsContext3D* context, std::string VertexShaderQuadTexTransformAA::GetShaderString() const { return VERTEX_SHADER( + attribute TexCoordPrecision vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec4 viewport; @@ -476,7 +483,8 @@ std::string VertexShaderQuadTexTransformAA::GetShaderString() const { void main() { vec2 pos = quad[int(a_index)]; // NOLINT - gl_Position = matrix * vec4(pos, 0.0, 1.0); + gl_Position = matrix * vec4( + pos.x, pos.y, 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), @@ -526,6 +534,7 @@ void VertexShaderTile::Init(WebGraphicsContext3D* context, 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]; @@ -533,7 +542,8 @@ std::string VertexShaderTile::GetShaderString() const { varying TexCoordPrecision vec2 v_texCoord; void main() { vec2 pos = quad[int(a_index)]; // NOLINT - gl_Position = matrix * vec4(pos, 0.0, 1.0); + gl_Position = matrix * vec4( + pos.x, pos.y, a_position.z, a_position.w); v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; } ); // NOLINT(whitespace/parens) @@ -582,6 +592,7 @@ void VertexShaderTileAA::Init(WebGraphicsContext3D* context, std::string VertexShaderTileAA::GetShaderString() const { return VERTEX_SHADER( + attribute TexCoordPrecision vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec4 viewport; @@ -593,7 +604,8 @@ std::string VertexShaderTileAA::GetShaderString() const { void main() { vec2 pos = quad[int(a_index)]; // NOLINT - gl_Position = matrix * vec4(pos, 0.0, 1.0); + gl_Position = matrix * vec4( + pos.x, pos.y, 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), |