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Diffstat (limited to 'cc/output/shader.cc')
-rw-r--r-- | cc/output/shader.cc | 938 |
1 files changed, 938 insertions, 0 deletions
diff --git a/cc/output/shader.cc b/cc/output/shader.cc new file mode 100644 index 0000000..c4ca0a9 --- /dev/null +++ b/cc/output/shader.cc @@ -0,0 +1,938 @@ +// 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 "base/basictypes.h" +#include "base/logging.h" +#include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h" + +#define SHADER0(Src) #Src +#define SHADER(Src) SHADER0(Src) + +using WebKit::WebGraphicsContext3D; + +namespace cc { + +namespace { + +static void getProgramUniformLocations(WebGraphicsContext3D* context, unsigned program, const char** shaderUniforms, size_t count, size_t maxLocations, int* locations, bool usingBindUniform, int* baseUniformIndex) +{ + for (size_t uniformIndex = 0; uniformIndex < count; uniformIndex ++) { + DCHECK(uniformIndex < maxLocations); + + if (usingBindUniform) { + locations[uniformIndex] = (*baseUniformIndex)++; + context->bindUniformLocationCHROMIUM(program, locations[uniformIndex], shaderUniforms[uniformIndex]); + } else + locations[uniformIndex] = context->getUniformLocation(program, shaderUniforms[uniformIndex]); + } +} + +} + +VertexShaderPosTex::VertexShaderPosTex() + : m_matrixLocation(-1) +{ +} + +void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "matrix", + }; + int locations[1]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_matrixLocation = locations[0]; + DCHECK(m_matrixLocation != -1); +} + +std::string VertexShaderPosTex::getShaderString() const +{ + return SHADER( + attribute vec4 a_position; + attribute vec2 a_texCoord; + uniform mat4 matrix; + varying vec2 v_texCoord; + void main() + { + gl_Position = matrix * a_position; + v_texCoord = a_texCoord; + } + ); +} + +VertexShaderPosTexYUVStretch::VertexShaderPosTexYUVStretch() + : m_matrixLocation(-1) + , m_texScaleLocation(-1) +{ +} + +void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "matrix", + "texScale", + }; + int locations[2]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_matrixLocation = locations[0]; + m_texScaleLocation = locations[1]; + DCHECK(m_matrixLocation != -1 && m_texScaleLocation != -1); +} + +std::string VertexShaderPosTexYUVStretch::getShaderString() const +{ + return SHADER( + precision mediump float; + attribute vec4 a_position; + attribute vec2 a_texCoord; + uniform mat4 matrix; + varying vec2 v_texCoord; + uniform vec2 texScale; + void main() + { + gl_Position = matrix * a_position; + v_texCoord = a_texCoord * texScale; + } + ); +} + +VertexShaderPos::VertexShaderPos() + : m_matrixLocation(-1) +{ +} + +void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "matrix", + }; + int locations[1]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_matrixLocation = locations[0]; + DCHECK(m_matrixLocation != -1); +} + +std::string VertexShaderPos::getShaderString() const +{ + return SHADER( + attribute vec4 a_position; + uniform mat4 matrix; + void main() + { + gl_Position = matrix * a_position; + } + ); +} + +VertexShaderPosTexTransform::VertexShaderPosTexTransform() + : m_matrixLocation(-1) + , m_texTransformLocation(-1) + , m_vertexOpacityLocation(-1) +{ +} + +void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "matrix", + "texTransform", + "opacity", + }; + int locations[3]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_matrixLocation = locations[0]; + m_texTransformLocation = locations[1]; + m_vertexOpacityLocation = locations[2]; + DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1 && m_vertexOpacityLocation != -1); +} + +std::string VertexShaderPosTexTransform::getShaderString() const +{ + return SHADER( + attribute vec4 a_position; + attribute vec2 a_texCoord; + attribute float a_index; + uniform mat4 matrix[8]; + uniform vec4 texTransform[8]; + uniform float opacity[32]; + varying vec2 v_texCoord; + varying float v_alpha; + void main() + { + gl_Position = matrix[int(a_index * 0.25)] * a_position; + vec4 texTrans = texTransform[int(a_index * 0.25)]; + v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; + v_alpha = opacity[int(a_index)]; + } + ); +} + +std::string VertexShaderPosTexTransformFlip::getShaderString() const +{ + return SHADER( + attribute vec4 a_position; + attribute vec2 a_texCoord; + attribute float a_index; + uniform mat4 matrix[8]; + uniform vec4 texTransform[8]; + uniform float opacity[32]; + varying vec2 v_texCoord; + varying float v_alpha; + void main() + { + gl_Position = matrix[int(a_index * 0.25)] * a_position; + vec4 texTrans = texTransform[int(a_index * 0.25)]; + v_texCoord = a_texCoord * texTrans.zw + texTrans.xy; + v_texCoord.y = 1.0 - v_texCoord.y; + v_alpha = opacity[int(a_index)]; + } + ); +} + +std::string VertexShaderPosTexIdentity::getShaderString() const +{ + return SHADER( + attribute vec4 a_position; + varying vec2 v_texCoord; + void main() + { + gl_Position = a_position; + v_texCoord = (a_position.xy + vec2(1.0)) * 0.5; + } + ); +} + +VertexShaderQuad::VertexShaderQuad() + : m_matrixLocation(-1) + , m_pointLocation(-1) + , m_texScaleLocation(-1) +{ +} + +void VertexShaderQuad::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "matrix", + "point", + "texScale", + }; + int locations[3]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_matrixLocation = locations[0]; + m_pointLocation = locations[1]; + m_texScaleLocation = locations[2]; + DCHECK_NE(m_matrixLocation, -1); + DCHECK_NE(m_pointLocation, -1); + DCHECK_NE(m_texScaleLocation, -1); +} + +std::string VertexShaderQuad::getShaderString() const +{ + return SHADER( + attribute vec4 a_position; + attribute vec2 a_texCoord; + uniform mat4 matrix; + uniform vec2 point[4]; + uniform vec2 texScale; + varying vec2 v_texCoord; + void main() + { + vec2 complement = abs(a_texCoord - 1.0); + vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); + pos.xy += (complement.x * complement.y) * point[0]; + pos.xy += (a_texCoord.x * complement.y) * point[1]; + pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; + pos.xy += (complement.x * a_texCoord.y) * point[3]; + gl_Position = matrix * pos; + v_texCoord = (pos.xy + vec2(0.5)) * texScale; + } + ); +} + +VertexShaderTile::VertexShaderTile() + : m_matrixLocation(-1) + , m_pointLocation(-1) + , m_vertexTexTransformLocation(-1) +{ +} + +void VertexShaderTile::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "matrix", + "point", + "vertexTexTransform", + }; + int locations[3]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_matrixLocation = locations[0]; + m_pointLocation = locations[1]; + m_vertexTexTransformLocation = locations[2]; + DCHECK(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransformLocation != -1); +} + +std::string VertexShaderTile::getShaderString() const +{ + return SHADER( + attribute vec4 a_position; + attribute vec2 a_texCoord; + uniform mat4 matrix; + uniform vec2 point[4]; + uniform vec4 vertexTexTransform; + varying vec2 v_texCoord; + void main() + { + vec2 complement = abs(a_texCoord - 1.0); + vec4 pos = vec4(0.0, 0.0, a_position.z, a_position.w); + pos.xy += (complement.x * complement.y) * point[0]; + pos.xy += (a_texCoord.x * complement.y) * point[1]; + pos.xy += (a_texCoord.x * a_texCoord.y) * point[2]; + pos.xy += (complement.x * a_texCoord.y) * point[3]; + gl_Position = matrix * pos; + v_texCoord = pos.xy * vertexTexTransform.zw + vertexTexTransform.xy; + } + ); +} + +VertexShaderVideoTransform::VertexShaderVideoTransform() + : m_matrixLocation(-1) + , m_texMatrixLocation(-1) +{ +} + +bool VertexShaderVideoTransform::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "matrix", + "texMatrix", + }; + int locations[2]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_matrixLocation = locations[0]; + m_texMatrixLocation = locations[1]; + return m_matrixLocation != -1 && m_texMatrixLocation != -1; +} + +std::string VertexShaderVideoTransform::getShaderString() const +{ + return SHADER( + attribute vec4 a_position; + attribute vec2 a_texCoord; + uniform mat4 matrix; + uniform mat4 texMatrix; + varying 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)); + } + ); +} + +FragmentTexAlphaBinding::FragmentTexAlphaBinding() + : m_samplerLocation(-1) + , m_alphaLocation(-1) +{ +} + +void FragmentTexAlphaBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "s_texture", + "alpha", + }; + int locations[2]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_samplerLocation = locations[0]; + m_alphaLocation = locations[1]; + DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1); +} + +FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() + : m_samplerLocation(-1) +{ +} + +void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "s_texture", + }; + int locations[1]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_samplerLocation = locations[0]; + DCHECK(m_samplerLocation != -1); +} + +bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "s_texture", + }; + int locations[1]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_samplerLocation = locations[0]; + return m_samplerLocation != -1; +} + +std::string FragmentShaderOESImageExternal::getShaderString() const +{ + // Cannot use the SHADER() macro because of the '#' char + return "#extension GL_OES_EGL_image_external : require \n" + "precision mediump float;\n" + "varying vec2 v_texCoord;\n" + "uniform samplerExternalOES s_texture;\n" + "void main()\n" + "{\n" + " vec4 texColor = texture2D(s_texture, v_texCoord);\n" + " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w);\n" + "}\n"; +} + +std::string FragmentShaderRGBATexAlpha::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + uniform float alpha; + void main() + { + vec4 texColor = texture2D(s_texture, v_texCoord); + gl_FragColor = texColor * alpha; + } + ); +} + +std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + varying float v_alpha; + uniform sampler2D s_texture; + void main() + { + vec4 texColor = texture2D(s_texture, v_texCoord); + gl_FragColor = texColor * v_alpha; + } + ); +} + +std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const +{ + return "#extension GL_ARB_texture_rectangle : require\n" + "precision mediump float;\n" + "varying vec2 v_texCoord;\n" + "varying float v_alpha;\n" + "uniform sampler2DRect s_texture;\n" + "void main()\n" + "{\n" + " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" + " gl_FragColor = texColor * v_alpha;\n" + "}\n"; +} + +std::string FragmentShaderRGBATexOpaque::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + void main() + { + vec4 texColor = texture2D(s_texture, v_texCoord); + gl_FragColor = vec4(texColor.rgb, 1.0); + } + ); +} + +std::string FragmentShaderRGBATex::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + void main() + { + gl_FragColor = texture2D(s_texture, v_texCoord); + } + ); +} + +std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + uniform float alpha; + void main() + { + vec4 texColor = texture2D(s_texture, v_texCoord); + gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; + } + ); +} + +std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + void main() + { + vec4 texColor = texture2D(s_texture, v_texCoord); + gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); + } + ); +} + +FragmentShaderRGBATexAlphaAA::FragmentShaderRGBATexAlphaAA() + : m_samplerLocation(-1) + , m_alphaLocation(-1) + , m_edgeLocation(-1) +{ +} + +void FragmentShaderRGBATexAlphaAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "s_texture", + "alpha", + "edge", + }; + int locations[3]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_samplerLocation = locations[0]; + m_alphaLocation = locations[1]; + m_edgeLocation = locations[2]; + DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1); +} + +std::string FragmentShaderRGBATexAlphaAA::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + uniform float alpha; + uniform vec3 edge[8]; + void main() + { + vec4 texColor = texture2D(s_texture, v_texCoord); + vec3 pos = vec3(gl_FragCoord.xy, 1); + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); + gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); + } + ); +} + +FragmentTexClampAlphaAABinding::FragmentTexClampAlphaAABinding() + : m_samplerLocation(-1) + , m_alphaLocation(-1) + , m_fragmentTexTransformLocation(-1) + , m_edgeLocation(-1) +{ +} + +void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "s_texture", + "alpha", + "fragmentTexTransform", + "edge", + }; + int locations[4]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_samplerLocation = locations[0]; + m_alphaLocation = locations[1]; + m_fragmentTexTransformLocation = locations[2]; + m_edgeLocation = locations[3]; + DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTransformLocation != -1 && m_edgeLocation != -1); +} + +std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + uniform float alpha; + uniform vec4 fragmentTexTransform; + uniform vec3 edge[8]; + void main() + { + vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; + vec4 texColor = texture2D(s_texture, texCoord); + vec3 pos = vec3(gl_FragCoord.xy, 1); + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); + gl_FragColor = texColor * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); + } + ); +} + +std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + uniform float alpha; + uniform vec4 fragmentTexTransform; + uniform vec3 edge[8]; + void main() + { + vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; + vec4 texColor = texture2D(s_texture, texCoord); + vec3 pos = vec3(gl_FragCoord.xy, 1); + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); + gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); + } + ); +} + +FragmentShaderRGBATexAlphaMask::FragmentShaderRGBATexAlphaMask() + : m_samplerLocation(-1) + , m_maskSamplerLocation(-1) + , m_alphaLocation(-1) + , m_maskTexCoordScaleLocation(-1) +{ +} + +void FragmentShaderRGBATexAlphaMask::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "s_texture", + "s_mask", + "alpha", + "maskTexCoordScale", + "maskTexCoordOffset", + }; + int locations[5]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_samplerLocation = locations[0]; + m_maskSamplerLocation = locations[1]; + m_alphaLocation = locations[2]; + m_maskTexCoordScaleLocation = locations[3]; + m_maskTexCoordOffsetLocation = locations[4]; + DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1); +} + +std::string FragmentShaderRGBATexAlphaMask::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + uniform sampler2D s_mask; + uniform vec2 maskTexCoordScale; + uniform vec2 maskTexCoordOffset; + uniform float alpha; + void main() + { + vec4 texColor = texture2D(s_texture, v_texCoord); + vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); + vec4 maskColor = texture2D(s_mask, maskTexCoord); + gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w; + } + ); +} + +FragmentShaderRGBATexAlphaMaskAA::FragmentShaderRGBATexAlphaMaskAA() + : m_samplerLocation(-1) + , m_maskSamplerLocation(-1) + , m_alphaLocation(-1) + , m_edgeLocation(-1) + , m_maskTexCoordScaleLocation(-1) +{ +} + +void FragmentShaderRGBATexAlphaMaskAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "s_texture", + "s_mask", + "alpha", + "edge", + "maskTexCoordScale", + "maskTexCoordOffset", + }; + int locations[6]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_samplerLocation = locations[0]; + m_maskSamplerLocation = locations[1]; + m_alphaLocation = locations[2]; + m_edgeLocation = locations[3]; + m_maskTexCoordScaleLocation = locations[4]; + m_maskTexCoordOffsetLocation = locations[5]; + DCHECK(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1); +} + +std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const +{ + return SHADER( + precision mediump float; + varying vec2 v_texCoord; + uniform sampler2D s_texture; + uniform sampler2D s_mask; + uniform vec2 maskTexCoordScale; + uniform vec2 maskTexCoordOffset; + uniform float alpha; + uniform vec3 edge[8]; + void main() + { + vec4 texColor = texture2D(s_texture, v_texCoord); + vec2 maskTexCoord = vec2(maskTexCoordOffset.x + v_texCoord.x * maskTexCoordScale.x, maskTexCoordOffset.y + v_texCoord.y * maskTexCoordScale.y); + vec4 maskColor = texture2D(s_mask, maskTexCoord); + vec3 pos = vec3(gl_FragCoord.xy, 1); + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); + gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha * maskColor.w * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); + } + ); +} + +FragmentShaderYUVVideo::FragmentShaderYUVVideo() + : m_yTextureLocation(-1) + , m_uTextureLocation(-1) + , m_vTextureLocation(-1) + , m_alphaLocation(-1) + , m_yuvMatrixLocation(-1) + , m_yuvAdjLocation(-1) +{ +} + +void FragmentShaderYUVVideo::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "y_texture", + "u_texture", + "v_texture", + "alpha", + "yuv_matrix", + "yuv_adj", + }; + int locations[6]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_yTextureLocation = locations[0]; + m_uTextureLocation = locations[1]; + m_vTextureLocation = locations[2]; + m_alphaLocation = locations[3]; + m_yuvMatrixLocation = locations[4]; + m_yuvAdjLocation = locations[5]; + + DCHECK(m_yTextureLocation != -1 && m_uTextureLocation != -1 && m_vTextureLocation != -1 + && m_alphaLocation != -1 && m_yuvMatrixLocation != -1 && m_yuvAdjLocation != -1); +} + +std::string FragmentShaderYUVVideo::getShaderString() const +{ + return SHADER( + precision mediump float; + precision mediump int; + varying vec2 v_texCoord; + uniform sampler2D y_texture; + uniform sampler2D u_texture; + uniform sampler2D v_texture; + uniform float alpha; + uniform vec3 yuv_adj; + uniform mat3 yuv_matrix; + void main() + { + float y_raw = texture2D(y_texture, v_texCoord).x; + float u_unsigned = texture2D(u_texture, v_texCoord).x; + float v_unsigned = texture2D(v_texture, v_texCoord).x; + vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; + vec3 rgb = yuv_matrix * yuv; + gl_FragColor = vec4(rgb, float(1)) * alpha; + } + ); +} + +FragmentShaderColor::FragmentShaderColor() + : m_colorLocation(-1) +{ +} + +void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "color", + }; + int locations[1]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_colorLocation = locations[0]; + DCHECK(m_colorLocation != -1); +} + +std::string FragmentShaderColor::getShaderString() const +{ + return SHADER( + precision mediump float; + uniform vec4 color; + void main() + { + gl_FragColor = color; + } + ); +} + +FragmentShaderColorAA::FragmentShaderColorAA() + : m_edgeLocation(-1) + , m_colorLocation(-1) +{ +} + +void FragmentShaderColorAA::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "edge", + "color", + }; + int locations[2]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_edgeLocation = locations[0]; + m_colorLocation = locations[1]; + DCHECK(m_edgeLocation != -1 && m_colorLocation != -1); +} + +std::string FragmentShaderColorAA::getShaderString() const +{ + return SHADER( + precision mediump float; + uniform vec4 color; + uniform vec3 edge[8]; + void main() + { + vec3 pos = vec3(gl_FragCoord.xy, 1); + float a0 = clamp(dot(edge[0], pos), 0.0, 1.0); + float a1 = clamp(dot(edge[1], pos), 0.0, 1.0); + float a2 = clamp(dot(edge[2], pos), 0.0, 1.0); + float a3 = clamp(dot(edge[3], pos), 0.0, 1.0); + float a4 = clamp(dot(edge[4], pos), 0.0, 1.0); + float a5 = clamp(dot(edge[5], pos), 0.0, 1.0); + float a6 = clamp(dot(edge[6], pos), 0.0, 1.0); + float a7 = clamp(dot(edge[7], pos), 0.0, 1.0); + gl_FragColor = color * min(min(a0, a2) * min(a1, a3), min(a4, a6) * min(a5, a7)); + } + ); +} + +FragmentShaderCheckerboard::FragmentShaderCheckerboard() + : m_alphaLocation(-1) + , m_texTransformLocation(-1) + , m_frequencyLocation(-1) +{ +} + +void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) +{ + static const char* shaderUniforms[] = { + "alpha", + "texTransform", + "frequency", + "color", + }; + int locations[4]; + + getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); + + m_alphaLocation = locations[0]; + m_texTransformLocation = locations[1]; + m_frequencyLocation = locations[2]; + m_colorLocation = locations[3]; + DCHECK(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1 && m_colorLocation != -1); +} + +std::string FragmentShaderCheckerboard::getShaderString() const +{ + // Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide" + // by Munshi, Ginsburg, Shreiner. + return SHADER( + precision mediump float; + precision mediump int; + varying vec2 v_texCoord; + uniform float alpha; + uniform float frequency; + uniform vec4 texTransform; + uniform vec4 color; + void main() + { + vec4 color1 = vec4(1.0, 1.0, 1.0, 1.0); + vec4 color2 = color; + vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texTransform.xy; + vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); + float picker = abs(coord.x - coord.y); + gl_FragColor = mix(color1, color2, picker) * alpha; + } + ); +} + +} // namespace cc |