// -*- Mode: glsl; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 40; -*-
// ***** BEGIN LICENSE BLOCK *****
// Version: MPL 1.1/GPL 2.0/LGPL 2.1
//
// The contents of this file are subject to the Mozilla Public License Version
// 1.1 (the "License"); you may not use this file except in compliance with
// the License. You may obtain a copy of the License at
// http://www.mozilla.org/MPL/
//
// Software distributed under the License is distributed on an "AS IS" basis,
// WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
// for the specific language governing rights and limitations under the
// License.
//
// The Original Code is Mozilla Foundation code.
//
// The Initial Developer of the Original Code is
//   Mozilla Foundation.
// Portions created by the Initial Developer are Copyright (C) 2010
// the Initial Developer. All Rights Reserved.
//
// Contributor(s):
//   Bas Schouten <bschouten@mozilla.org>
//   Vladimir Vukicevic <vladimir@pobox.com>
//
// Alternatively, the contents of this file may be used under the terms of
// either the GNU General Public License Version 2 or later (the "GPL"), or
// the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
// in which case the provisions of the GPL or the LGPL are applicable instead
// of those above. If you wish to allow use of your version of this file only
// under the terms of either the GPL or the LGPL, and not to allow others to
// use your version of this file under the terms of the MPL, indicate your
// decision by deleting the provisions above and replace them with the notice
// and other provisions required by the GPL or the LGPL. If you do not delete
// the provisions above, a recipient may use your version of this file under
// the terms of any one of the MPL, the GPL or the LGPL.
//
// ***** END LICENSE BLOCK *****

//
// Syntax:
//
// // comments (only at the start of a line)
//
// (@ is used because # is valid inside GLSL)
//
// multi-line:
// @define FOO
// ...
// @end
//
// single:
// @define FOO 123
//
// $FOO$ to paste
//
// To generate a constant string named ShaderName:
// @shader ShaderName
// ...
// @end
//
// 

@define VERTEX_SHADER_HEADER
/* Vertex Shader */
@end

@define FRAGMENT_SHADER_HEADER
/* Fragment Shader */
#ifdef GL_ES
precision lowp float;
#endif
@end

// fragment shader header for all layers
@define LAYER_FRAGMENT
$FRAGMENT_SHADER_HEADER$

#ifndef NO_LAYER_OPACITY
uniform float uLayerOpacity;
#endif

#ifdef GL_ES // for tiling, texcoord can be greater than the lowfp range
varying mediump vec2 vTexCoord;
#else
varying vec2 vTexCoord;
#endif
@end

// This is a basic Layer vertex shader.  It's used for all
// the Layer programs.

@shader sLayerVS
$VERTEX_SHADER_HEADER$

uniform mat4 uMatrixProj;
uniform mat4 uLayerQuadTransform;
uniform mat4 uLayerTransform;
uniform vec4 uRenderTargetOffset;

attribute vec4 aVertexCoord;
attribute vec2 aTexCoord;

#ifdef GL_ES // for tiling, texcoord can be greater than the lowfp range
varying mediump vec2 vTexCoord;
#else
varying vec2 vTexCoord;
#endif

void main()
{
  vec4 finalPosition = aVertexCoord;
  finalPosition = uLayerQuadTransform * finalPosition;
  finalPosition = uLayerTransform * finalPosition;
  finalPosition.xyz /= finalPosition.w;
  finalPosition = finalPosition - uRenderTargetOffset;
  finalPosition.xyz *= finalPosition.w;
  finalPosition = uMatrixProj * finalPosition;

  vTexCoord = aTexCoord;
  gl_Position = finalPosition;
}
@end

// Solid color rendering.
// texcoords are ignored (no texture to sample).
// The layer opacity is baked in to the color.
@shader sSolidColorLayerFS
#define NO_LAYER_OPACITY 1
$LAYER_FRAGMENT$
uniform vec4 uRenderColor;

void main()
{
  gl_FragColor = uRenderColor;
}
@end

// Single texture in RGBA format
@shader sRGBATextureLayerFS
$LAYER_FRAGMENT$
uniform sampler2D uTexture;

void main()
{
  gl_FragColor = texture2D(uTexture, vTexCoord) * uLayerOpacity;
}
@end

// Single texture in RGBA format, but with a Rect texture.
// Container layer needs this to render a FBO group.
@shader sRGBARectTextureLayerFS
#extension GL_ARB_texture_rectangle : enable

$LAYER_FRAGMENT$

/* This should not be used on GL ES */
#ifndef GL_ES
uniform sampler2DRect uTexture;
uniform vec2 uTexCoordMultiplier;
void main()
{
  gl_FragColor = texture2DRect(uTexture, vec2(vTexCoord * uTexCoordMultiplier)) * uLayerOpacity;
}
#else
void main()
{
  gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
#endif
@end

// Single texture in BGRA format (via swizzle)
@shader sBGRATextureLayerFS
$LAYER_FRAGMENT$
uniform sampler2D uTexture;

void main()
{
  gl_FragColor = texture2D(uTexture, vTexCoord).bgra * uLayerOpacity;
}
@end

// Single texture in RGBX format
@shader sRGBXTextureLayerFS
$LAYER_FRAGMENT$
uniform sampler2D uTexture;

void main()
{
  gl_FragColor = vec4(texture2D(uTexture, vTexCoord).rgb, 1.0) * uLayerOpacity;
}
@end

// Single texture in BGRX format (via swizzle)
@shader sBGRXTextureLayerFS
$LAYER_FRAGMENT$
uniform sampler2D uTexture;

void main()
{
  gl_FragColor = vec4(texture2D(uTexture, vTexCoord).bgr, 1.0) * uLayerOpacity;
}
@end

// Three textures, representing YCbCr planes of a video image
@shader sYCbCrTextureLayerFS
$LAYER_FRAGMENT$
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D uYTexture;
uniform sampler2D uCbTexture;
uniform sampler2D uCrTexture;

void main()
{
  vec4 yuv;
  vec4 color;
  yuv.r = texture2D(uCrTexture, vTexCoord).r - 0.5;
  yuv.g = texture2D(uYTexture, vTexCoord).r - 0.0625;
  yuv.b = texture2D(uCbTexture, vTexCoord).r - 0.5;
  color.r = yuv.g * 1.164 + yuv.r * 1.596;
  color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
  color.b = yuv.g * 1.164 + yuv.b * 2.018;
  color.a = 1.0;
  gl_FragColor = color * uLayerOpacity;
}
@end

//
// The "Copy" program is used for blitting a texture to a destination
// with no transforms or any other manipulation.  They're used for
// blitting the contents of a FBO-rendered texture to a destination.
//
// There are two variants of the fragment shader: one that uses 2D
// textures and one that uses 2DRect textures (for when
// EXT_TEXTURE_RECTANGLE is used for FBOs).
//
// On GL ES, EXT_TEXTURE_RECTANGLE isn't available, so we still
// compile the shader but have it render pure red.  It should never
// be used.
//

@shader sCopyVS
$VERTEX_SHADER_HEADER$

attribute vec4 aVertexCoord;
attribute vec2 aTexCoord;

varying vec2 vTexCoord;

void main()
{
  gl_Position = aVertexCoord;
  vTexCoord = aTexCoord;
}
@end

@shader sCopy2DFS
$FRAGMENT_SHADER_HEADER$

varying vec2 vTexCoord;

uniform sampler2D uTexture;
void main()
{
  gl_FragColor = texture2D(uTexture, vTexCoord);
}
@end

@shader sCopy2DRectFS
#extension GL_ARB_texture_rectangle : enable

$FRAGMENT_SHADER_HEADER$

varying vec2 vTexCoord;
uniform vec2 uTexCoordMultiplier;

#ifndef GL_ES
uniform sampler2DRect uTexture;
void main()
{
  gl_FragColor = texture2DRect(uTexture, vTexCoord * uTexCoordMultiplier);
}
#else
void main()
{
  gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
#endif
@end

// Two textures and two passes for component alpha rendering
@shader sComponentPass1FS

$LAYER_FRAGMENT$
uniform sampler2D uBlackTexture;
uniform sampler2D uWhiteTexture;

void main()
{
  vec3 onBlack = texture2D(uBlackTexture, vTexCoord).bgr;
  vec3 onWhite = texture2D(uWhiteTexture, vTexCoord).bgr;
  vec4 alphas = (1.0 - onWhite + onBlack).rgbg;
  gl_FragColor = alphas * uLayerOpacity;
}
@end

@shader sComponentPass2FS

$LAYER_FRAGMENT$
uniform sampler2D uBlackTexture;
uniform sampler2D uWhiteTexture;

void main()
{
  vec3 onBlack = texture2D(uBlackTexture, vTexCoord).bgr;
  vec3 onWhite = texture2D(uWhiteTexture, vTexCoord).bgr;
  vec4 alphas = (1.0 - onWhite + onBlack).rgbg;
  gl_FragColor = vec4(onBlack, alphas.a) * uLayerOpacity;
}
@end
