Index: cc/ShaderChromium.cpp |
diff --git a/cc/ShaderChromium.cpp b/cc/ShaderChromium.cpp |
index f08adc1a09342caf3f4989f3deedfc122a7fec7d..cf485c189ee61d8689414c4dd25de68d9832bc98 100644 |
--- a/cc/ShaderChromium.cpp |
+++ b/cc/ShaderChromium.cpp |
@@ -846,15 +846,17 @@ void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned pr |
"alpha", |
"texTransform", |
"frequency", |
+ "color", |
}; |
- int locations[3]; |
+ int locations[4]; |
getProgramUniformLocations(context, program, shaderUniforms, WTF_ARRAY_LENGTH(shaderUniforms), WTF_ARRAY_LENGTH(locations), locations, usingBindUniform, baseUniformIndex); |
m_alphaLocation = locations[0]; |
m_texTransformLocation = locations[1]; |
m_frequencyLocation = locations[2]; |
- ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1); |
+ m_colorLocation = locations[3]; |
+ ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1 && m_colorLocation != -1); |
} |
std::string FragmentShaderCheckerboard::getShaderString() const |
@@ -868,10 +870,11 @@ std::string FragmentShaderCheckerboard::getShaderString() const |
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 = vec4(0.945, 0.945, 0.945, 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); |