Modified: trunk/Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp (120622 => 120623)
--- trunk/Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp 2012-06-18 20:23:25 UTC (rev 120622)
+++ trunk/Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp 2012-06-18 20:35:50 UTC (rev 120623)
@@ -48,100 +48,105 @@
static const char* fragmentShaderSourceOpacityAndMask =
FRAGMENT_SHADER(
- uniform sampler2D SourceTexture, MaskTexture;
- uniform lowp float Opacity;
- varying highp vec2 OutTexCoordSource, OutTexCoordMask;
+ uniform sampler2D s_source;
+ uniform sampler2D s_mask;
+ uniform lowp float u_opacity;
+ varying highp vec2 v_sourceTexCoord;
+ varying highp vec2 v_maskTexCoord;
void main(void)
{
- lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource);
- lowp vec4 maskColor = texture2D(MaskTexture, OutTexCoordMask);
- lowp float fragmentAlpha = Opacity * maskColor.a;
+ lowp vec4 color = texture2D(s_source, v_sourceTexCoord);
+ lowp vec4 maskColor = texture2D(s_mask, v_maskTexCoord);
+ lowp float fragmentAlpha = u_opacity * maskColor.a;
gl_FragColor = vec4(color.rgb * fragmentAlpha, color.a * fragmentAlpha);
}
);
static const char* fragmentShaderSourceRectOpacityAndMask =
FRAGMENT_SHADER(
- uniform sampler2DRect SourceTexture, MaskTexture;
- uniform lowp float Opacity;
- varying highp vec2 OutTexCoordSource, OutTexCoordMask;
+ uniform sampler2DRect s_source;
+ uniform sampler2DRect s_mask;
+ uniform lowp float u_opacity;
+ varying highp vec2 v_sourceTexCoord;
+ varying highp vec2 v_maskTexCoord;
void main(void)
{
- lowp vec4 color = texture2DRect(SourceTexture, OutTexCoordSource);
- lowp vec4 maskColor = texture2DRect(MaskTexture, OutTexCoordMask);
- lowp float fragmentAlpha = Opacity * maskColor.a;
+ lowp vec4 color = texture2DRect(s_source, v_sourceTexCoord);
+ lowp vec4 maskColor = texture2DRect(s_mask, v_maskTexCoord);
+ lowp float fragmentAlpha = u_opacity * maskColor.a;
gl_FragColor = vec4(color.rgb * fragmentAlpha, color.a * fragmentAlpha);
}
);
static const char* vertexShaderSourceOpacityAndMask =
VERTEX_SHADER(
- uniform mat4 InMatrix;
+ uniform mat4 u_matrix;
uniform lowp float u_flip;
- attribute vec4 InVertex;
- varying highp vec2 OutTexCoordSource, OutTexCoordMask;
+ attribute vec4 a_vertex;
+ varying highp vec2 v_sourceTexCoord;
+ varying highp vec2 v_maskTexCoord;
void main(void)
{
- OutTexCoordSource = vec2(InVertex.x, mix(InVertex.y, 1. - InVertex.y, u_flip));
- OutTexCoordMask = vec2(InVertex);
- gl_Position = InMatrix * InVertex;
+ v_sourceTexCoord = vec2(a_vertex.x, mix(a_vertex.y, 1. - a_vertex.y, u_flip));
+ v_maskTexCoord = vec2(a_vertex);
+ gl_Position = u_matrix * a_vertex;
}
);
static const char* fragmentShaderSourceSimple =
FRAGMENT_SHADER(
- uniform sampler2D SourceTexture;
- uniform lowp float Opacity;
- varying highp vec2 OutTexCoordSource;
+ uniform sampler2D s_source;
+ uniform lowp float u_opacity;
+ varying highp vec2 v_sourceTexCoord;
void main(void)
{
- lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource);
- gl_FragColor = vec4(color.rgb * Opacity, color.a * Opacity);
+ lowp vec4 color = texture2D(s_source, v_sourceTexCoord);
+ gl_FragColor = vec4(color.rgb * u_opacity, color.a * u_opacity);
}
);
static const char* fragmentShaderSourceRectSimple =
FRAGMENT_SHADER(
- uniform sampler2DRect SourceTexture;
- uniform lowp float Opacity;
- varying highp vec2 OutTexCoordSource;
+ uniform sampler2DRect s_source;
+ uniform lowp float u_opacity;
+ varying highp vec2 v_sourceTexCoord;
void main(void)
{
- lowp vec4 color = texture2DRect(SourceTexture, OutTexCoordSource);
- gl_FragColor = vec4(color.rgb * Opacity, color.a * Opacity);
+ lowp vec4 color = texture2DRect(s_source, v_sourceTexCoord);
+ gl_FragColor = vec4(color.rgb * u_opacity, color.a * u_opacity);
}
);
static const char* vertexShaderSourceSimple =
VERTEX_SHADER(
- uniform mat4 InMatrix;
+ uniform mat4 u_matrix;
uniform lowp float u_flip;
- attribute vec4 InVertex;
- varying highp vec2 OutTexCoordSource;
+ attribute vec4 a_vertex;
+ varying highp vec2 v_sourceTexCoord;
void main(void)
{
- OutTexCoordSource = vec2(InVertex.x, mix(InVertex.y, 1. - InVertex.y, u_flip));
- gl_Position = InMatrix * InVertex;
+ v_sourceTexCoord = vec2(a_vertex.x, mix(a_vertex.y, 1. - a_vertex.y, u_flip));
+ gl_Position = u_matrix * a_vertex;
}
);
static const char* vertexShaderSourceSolidColor =
VERTEX_SHADER(
- uniform mat4 InMatrix;
- attribute vec4 InVertex;
+ uniform mat4 u_matrix;
+ attribute vec4 a_vertex;
void main(void)
{
- gl_Position = InMatrix * InVertex;
+ gl_Position = u_matrix * a_vertex;
}
);
static const char* fragmentShaderSourceSolidColor =
VERTEX_SHADER(
- uniform vec4 Color;
+ uniform vec4 u_color;
void main(void)
{
- gl_FragColor = Color;
+ gl_FragColor = u_color;
}
);
@@ -213,7 +218,7 @@
glAttachShader(programID, fragmentShader);
glLinkProgram(programID);
- m_vertexAttrib = glGetAttribLocation(programID, "InVertex");
+ m_vertexAttrib = glGetAttribLocation(programID, "a_vertex");
m_id = programID;
m_vertexShader = vertexShader;
m_fragmentShader = fragmentShader;
@@ -243,17 +248,17 @@
{
initializeProgram();
getUniformLocation(m_flipLocation, "u_flip");
- getUniformLocation(m_matrixLocation, "InMatrix");
- getUniformLocation(m_sourceTextureLocation, "SourceTexture");
- getUniformLocation(m_opacityLocation, "Opacity");
+ getUniformLocation(m_matrixLocation, "u_matrix");
+ getUniformLocation(m_sourceTextureLocation, "s_source");
+ getUniformLocation(m_opacityLocation, "u_opacity");
}
TextureMapperShaderProgramSolidColor::TextureMapperShaderProgramSolidColor()
: TextureMapperShaderProgram(vertexShaderSourceSolidColor, fragmentShaderSourceSolidColor)
{
initializeProgram();
- getUniformLocation(m_matrixLocation, "InMatrix");
- getUniformLocation(m_colorLocation, "Color");
+ getUniformLocation(m_matrixLocation, "u_matrix");
+ getUniformLocation(m_colorLocation, "u_color");
}
TextureMapperShaderProgramRectSimple::TextureMapperShaderProgramRectSimple()
@@ -261,31 +266,31 @@
{
initializeProgram();
getUniformLocation(m_flipLocation, "u_flip");
- getUniformLocation(m_matrixLocation, "InMatrix");
- getUniformLocation(m_sourceTextureLocation, "SourceTexture");
- getUniformLocation(m_opacityLocation, "Opacity");
+ getUniformLocation(m_matrixLocation, "u_matrix");
+ getUniformLocation(m_sourceTextureLocation, "s_source");
+ getUniformLocation(m_opacityLocation, "u_opacity");
}
TextureMapperShaderProgramOpacityAndMask::TextureMapperShaderProgramOpacityAndMask()
: TextureMapperShaderProgram(vertexShaderSourceOpacityAndMask, fragmentShaderSourceOpacityAndMask)
{
initializeProgram();
- getUniformLocation(m_matrixLocation, "InMatrix");
+ getUniformLocation(m_matrixLocation, "u_matrix");
getUniformLocation(m_flipLocation, "u_flip");
- getUniformLocation(m_sourceTextureLocation, "SourceTexture");
- getUniformLocation(m_maskTextureLocation, "MaskTexture");
- getUniformLocation(m_opacityLocation, "Opacity");
+ getUniformLocation(m_sourceTextureLocation, "s_source");
+ getUniformLocation(m_maskTextureLocation, "s_mask");
+ getUniformLocation(m_opacityLocation, "u_opacity");
}
TextureMapperShaderProgramRectOpacityAndMask::TextureMapperShaderProgramRectOpacityAndMask()
: TextureMapperShaderProgram(vertexShaderSourceOpacityAndMask, fragmentShaderSourceRectOpacityAndMask)
{
initializeProgram();
- getUniformLocation(m_matrixLocation, "InMatrix");
+ getUniformLocation(m_matrixLocation, "u_matrix");
getUniformLocation(m_flipLocation, "u_flip");
- getUniformLocation(m_sourceTextureLocation, "SourceTexture");
- getUniformLocation(m_maskTextureLocation, "MaskTexture");
- getUniformLocation(m_opacityLocation, "Opacity");
+ getUniformLocation(m_sourceTextureLocation, "s_source");
+ getUniformLocation(m_maskTextureLocation, "s_mask");
+ getUniformLocation(m_opacityLocation, "u_opacity");
}
TextureMapperShaderManager::TextureMapperShaderManager()