diff options
Diffstat (limited to 'src/effects/SkColorCubeFilter.cpp')
-rw-r--r-- | src/effects/SkColorCubeFilter.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/src/effects/SkColorCubeFilter.cpp b/src/effects/SkColorCubeFilter.cpp index 87746e03e0..a6f8e78e6e 100644 --- a/src/effects/SkColorCubeFilter.cpp +++ b/src/effects/SkColorCubeFilter.cpp @@ -264,34 +264,34 @@ void GrColorCubeEffect::GLSLProcessor::emitCode(EmitArgs& args) { // Note: if implemented using texture3D in OpenGL ES older than OpenGL ES 3.0, // the shader might need "#extension GL_OES_texture_3D : enable". - GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder(); + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; // Unpremultiply color - fsBuilder->codeAppendf("\tfloat %s = max(%s.a, 0.00001);\n", nonZeroAlpha, args.fInputColor); - fsBuilder->codeAppendf("\tvec4 %s = vec4(%s.rgb / %s, %s);\n", - unPMColor, args.fInputColor, nonZeroAlpha, nonZeroAlpha); + fragBuilder->codeAppendf("\tfloat %s = max(%s.a, 0.00001);\n", nonZeroAlpha, args.fInputColor); + fragBuilder->codeAppendf("\tvec4 %s = vec4(%s.rgb / %s, %s);\n", + unPMColor, args.fInputColor, nonZeroAlpha, nonZeroAlpha); // Fit input color into the cube. - fsBuilder->codeAppendf( + fragBuilder->codeAppendf( "vec3 %s = vec3(%s.rg * vec2((%s - 1.0) * %s) + vec2(0.5 * %s), %s.b * (%s - 1.0));\n", cubeIdx, unPMColor, colorCubeSizeUni, colorCubeInvSizeUni, colorCubeInvSizeUni, unPMColor, colorCubeSizeUni); // Compute y coord for for texture fetches. - fsBuilder->codeAppendf("vec2 %s = vec2(%s.r, (floor(%s.b) + %s.g) * %s);\n", - cCoords1, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni); - fsBuilder->codeAppendf("vec2 %s = vec2(%s.r, (ceil(%s.b) + %s.g) * %s);\n", - cCoords2, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni); + fragBuilder->codeAppendf("vec2 %s = vec2(%s.r, (floor(%s.b) + %s.g) * %s);\n", + cCoords1, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni); + fragBuilder->codeAppendf("vec2 %s = vec2(%s.r, (ceil(%s.b) + %s.g) * %s);\n", + cCoords2, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni); // Apply the cube. - fsBuilder->codeAppendf("%s = vec4(mix(", args.fOutputColor); - fsBuilder->appendTextureLookup(args.fSamplers[0], cCoords1); - fsBuilder->codeAppend(".rgb, "); - fsBuilder->appendTextureLookup(args.fSamplers[0], cCoords2); + fragBuilder->codeAppendf("%s = vec4(mix(", args.fOutputColor); + fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords1); + fragBuilder->codeAppend(".rgb, "); + fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords2); // Premultiply color by alpha. Note that the input alpha is not modified by this shader. - fsBuilder->codeAppendf(".rgb, fract(%s.b)) * vec3(%s), %s.a);\n", - cubeIdx, nonZeroAlpha, args.fInputColor); + fragBuilder->codeAppendf(".rgb, fract(%s.b)) * vec3(%s), %s.a);\n", + cubeIdx, nonZeroAlpha, args.fInputColor); } void GrColorCubeEffect::GLSLProcessor::onSetData(const GrGLSLProgramDataManager& pdman, |