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-rw-r--r--cc/output/shader.cc938
1 files changed, 938 insertions, 0 deletions
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
new file mode 100644
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--- /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