gfx/angle/src/libGLESv2/renderer/shaders/Blit.vs

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

michael@0 1 //
michael@0 2 // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
michael@0 3 // Use of this source code is governed by a BSD-style license that can be
michael@0 4 // found in the LICENSE file.
michael@0 5 //
michael@0 6
michael@0 7 struct VS_OUTPUT
michael@0 8 {
michael@0 9 float4 position : POSITION;
michael@0 10 float4 texcoord : TEXCOORD0;
michael@0 11 };
michael@0 12
michael@0 13 uniform float4 halfPixelSize : c0;
michael@0 14
michael@0 15 // Standard Vertex Shader
michael@0 16 // Input 0 is the homogenous position.
michael@0 17 // Outputs the homogenous position as-is.
michael@0 18 // Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right.
michael@0 19 // C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0.
michael@0 20 VS_OUTPUT standardvs(in float4 position : POSITION)
michael@0 21 {
michael@0 22 VS_OUTPUT Out;
michael@0 23
michael@0 24 Out.position = position + halfPixelSize;
michael@0 25 Out.texcoord = position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
michael@0 26
michael@0 27 return Out;
michael@0 28 };
michael@0 29
michael@0 30 // Flip Y Vertex Shader
michael@0 31 // Input 0 is the homogenous position.
michael@0 32 // Outputs the homogenous position as-is.
michael@0 33 // Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right.
michael@0 34 // C0.XY must be the half-pixel width and height. C0.ZW must be 0.
michael@0 35 VS_OUTPUT flipyvs(in float4 position : POSITION)
michael@0 36 {
michael@0 37 VS_OUTPUT Out;
michael@0 38
michael@0 39 Out.position = position + halfPixelSize;
michael@0 40 Out.texcoord = position * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
michael@0 41
michael@0 42 return Out;
michael@0 43 };

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