Index: cc/shader.cc |
diff --git a/cc/shader.cc b/cc/shader.cc |
index 89474299e4fb1a569870a5014feef9f7056f36a3..c52423103e8b2a96b6cfdec9abc48787406d546e 100644 |
--- a/cc/shader.cc |
+++ b/cc/shader.cc |
@@ -345,31 +345,6 @@ void FragmentTexAlphaBinding::init(WebGraphicsContext3D* context, unsigned progr |
DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1); |
} |
-FragmentTexClampAlphaBinding::FragmentTexClampAlphaBinding() |
- : m_samplerLocation(-1) |
- , m_alphaLocation(-1) |
- , m_fragmentTexTransformLocation(-1) |
-{ |
-} |
- |
-void FragmentTexClampAlphaBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
-{ |
- static const char* shaderUniforms[] = { |
- "s_texture", |
- "alpha", |
- "fragmentTexTransform", |
- }; |
- int locations[3]; |
- |
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); |
- |
- m_samplerLocation = locations[0]; |
- m_alphaLocation = locations[1]; |
- m_fragmentTexTransformLocation = locations[2]; |
- DCHECK(m_samplerLocation != -1 && m_alphaLocation != -1); |
-} |
- |
- |
FragmentTexOpaqueBinding::FragmentTexOpaqueBinding() |
: m_samplerLocation(-1) |
{ |
@@ -388,27 +363,6 @@ void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned prog |
DCHECK(m_samplerLocation != -1); |
} |
-FragmentTexClampOpaqueBinding::FragmentTexClampOpaqueBinding() |
- : m_samplerLocation(-1) |
- , m_fragmentTexTransformLocation(-1) |
-{ |
-} |
- |
-void FragmentTexClampOpaqueBinding::init(WebGraphicsContext3D* context, unsigned program, bool usingBindUniform, int* baseUniformIndex) |
-{ |
- static const char* shaderUniforms[] = { |
- "s_texture", |
- "fragmentTexTransform", |
- }; |
- int locations[2]; |
- |
- getProgramUniformLocations(context, program, shaderUniforms, arraysize(shaderUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex); |
- |
- m_samplerLocation = locations[0]; |
- m_fragmentTexTransformLocation = locations[1]; |
- DCHECK(m_samplerLocation != -1); |
-} |
- |
std::string FragmentShaderRGBATexFlipVaryingAlpha::getShaderString() const |
{ |
return SHADER( |
@@ -466,24 +420,6 @@ std::string FragmentShaderRGBATexAlpha::getShaderString() const |
); |
} |
-std::string FragmentShaderRGBATexClampAlpha::getShaderString() const |
-{ |
- return SHADER( |
- precision mediump float; |
- varying vec2 v_texCoord; |
- uniform sampler2D s_texture; |
- uniform float alpha; |
- uniform vec4 fragmentTexTransform; |
- void main() |
- { |
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; |
- vec4 texColor = texture2D(s_texture, texCoord); |
- gl_FragColor = texColor * alpha; |
- } |
- ); |
-} |
- |
- |
std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const |
{ |
return SHADER( |
@@ -530,17 +466,15 @@ std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const |
"}\n"; |
} |
-std::string FragmentShaderRGBATexClampOpaque::getShaderString() const |
+std::string FragmentShaderRGBATexOpaque::getShaderString() const |
{ |
return SHADER( |
precision mediump float; |
varying vec2 v_texCoord; |
uniform sampler2D s_texture; |
- uniform vec4 fragmentTexTransform; |
void main() |
{ |
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; |
- vec4 texColor = texture2D(s_texture, texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
gl_FragColor = vec4(texColor.rgb, 1.0); |
} |
); |
@@ -559,34 +493,30 @@ std::string FragmentShaderRGBATex::getShaderString() const |
); |
} |
-std::string FragmentShaderRGBATexClampSwizzleAlpha::getShaderString() const |
+std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const |
{ |
return SHADER( |
precision mediump float; |
varying vec2 v_texCoord; |
uniform sampler2D s_texture; |
uniform float alpha; |
- uniform vec4 fragmentTexTransform; |
void main() |
{ |
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; |
- vec4 texColor = texture2D(s_texture, texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, texColor.w) * alpha; |
} |
); |
} |
-std::string FragmentShaderRGBATexClampSwizzleOpaque::getShaderString() const |
+std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const |
{ |
return SHADER( |
precision mediump float; |
varying vec2 v_texCoord; |
uniform sampler2D s_texture; |
- uniform vec4 fragmentTexTransform; |
void main() |
{ |
- vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * fragmentTexTransform.zw + fragmentTexTransform.xy; |
- vec4 texColor = texture2D(s_texture, texCoord); |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
gl_FragColor = vec4(texColor.z, texColor.y, texColor.x, 1.0); |
} |
); |