2 * Copyright (C) 2011 Google Inc. All rights reserved.
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5 * modification, are permitted provided that the following conditions
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28 #include "LoopBlinnSolidFillShader.h"
31 #include "GraphicsContext3D.h"
35 PassOwnPtr<LoopBlinnSolidFillShader> LoopBlinnSolidFillShader::create(GraphicsContext3D* context,
36 LoopBlinnShader::Region region,
37 Shader::AntialiasType antialiasType)
39 VertexType type = (region == Interior) ? LoopBlinnInterior : LoopBlinnExterior;
40 unsigned program = loadProgram(context,
41 generateVertex(type, SolidFill),
42 generateFragment(type, SolidFill, antialiasType));
45 return adoptPtr(new LoopBlinnSolidFillShader(context, program));
48 LoopBlinnSolidFillShader::LoopBlinnSolidFillShader(GraphicsContext3D* context, unsigned program)
49 : LoopBlinnShader(context, program)
51 m_colorLocation = context->getUniformLocation(program, "color");
54 void LoopBlinnSolidFillShader::use(unsigned vertexOffset, unsigned klmOffset, const AffineTransform& transform, const Color& color)
56 LoopBlinnShader::use(vertexOffset, klmOffset, transform);
59 color.getRGBA(rgba[0], rgba[1], rgba[2], rgba[3]);
60 m_context->uniform4f(m_colorLocation, rgba[0] * rgba[3], rgba[1] * rgba[3], rgba[2] * rgba[3], rgba[3]);
63 } // namespace WebCore