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authorskaslev@chromium.org <skaslev@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-07-04 02:08:37 +0000
committerskaslev@chromium.org <skaslev@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2013-07-04 02:08:37 +0000
commite049d638f9d29eed28c490b3018bdc79ea208463 (patch)
tree012782a40ecd464de17fb7841fe6ebb2daaeebad
parent50b196c9360f129e7e6903f825f83635b00c272b (diff)
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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.cc26
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),