2011-08-22 08:49:28 +00:00
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/****************************************************************************
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**
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2012-09-19 12:28:29 +00:00
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** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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2011-08-22 08:49:28 +00:00
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**
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** This file is part of the QtGui module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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2012-09-19 12:28:29 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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2011-08-22 08:49:28 +00:00
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** GNU Lesser General Public License Usage
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2012-09-19 12:28:29 +00:00
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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2011-08-22 08:49:28 +00:00
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**
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2012-09-19 12:28:29 +00:00
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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2011-08-22 08:49:28 +00:00
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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2012-09-19 12:28:29 +00:00
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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2011-08-22 08:49:28 +00:00
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**
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2012-01-24 06:17:24 +00:00
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**
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2011-08-22 08:49:28 +00:00
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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//
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// W A R N I N G
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// -------------
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//
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// This file is not part of the Qt API. It exists purely as an
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// implementation detail. This header file may change from version to
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// version without notice, or even be removed.
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//
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// We mean it.
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//
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#ifndef QOPENGL_ENGINE_SHADER_SOURCE_H
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#define QOPENGL_ENGINE_SHADER_SOURCE_H
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#include "qopenglengineshadermanager_p.h"
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QT_BEGIN_HEADER
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QT_BEGIN_NAMESPACE
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static const char* const qopenglslMainVertexShader = "\n\
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void setPosition(); \n\
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void main(void) \n\
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{ \n\
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setPosition(); \n\
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}\n";
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static const char* const qopenglslMainWithTexCoordsVertexShader = "\n\
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attribute highp vec2 textureCoordArray; \n\
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varying highp vec2 textureCoords; \n\
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void setPosition(); \n\
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void main(void) \n\
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{ \n\
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setPosition(); \n\
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textureCoords = textureCoordArray; \n\
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}\n";
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static const char* const qopenglslMainWithTexCoordsAndOpacityVertexShader = "\n\
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attribute highp vec2 textureCoordArray; \n\
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attribute lowp float opacityArray; \n\
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varying highp vec2 textureCoords; \n\
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varying lowp float opacity; \n\
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void setPosition(); \n\
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void main(void) \n\
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{ \n\
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setPosition(); \n\
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textureCoords = textureCoordArray; \n\
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opacity = opacityArray; \n\
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}\n";
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// NOTE: We let GL do the perspective correction so texture lookups in the fragment
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// shader are also perspective corrected.
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static const char* const qopenglslPositionOnlyVertexShader = "\n\
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attribute highp vec2 vertexCoordsArray; \n\
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attribute highp vec3 pmvMatrix1; \n\
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attribute highp vec3 pmvMatrix2; \n\
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attribute highp vec3 pmvMatrix3; \n\
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void setPosition(void) \n\
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{ \n\
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highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
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vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
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gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\
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}\n";
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static const char* const qopenglslComplexGeometryPositionOnlyVertexShader = "\n\
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uniform highp mat3 matrix; \n\
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attribute highp vec2 vertexCoordsArray; \n\
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void setPosition(void) \n\
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{ \n\
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gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\
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} \n";
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static const char* const qopenglslUntransformedPositionVertexShader = "\n\
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attribute highp vec4 vertexCoordsArray; \n\
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void setPosition(void) \n\
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{ \n\
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gl_Position = vertexCoordsArray; \n\
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}\n";
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// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
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static const char* const qopenglslPositionWithPatternBrushVertexShader = "\n\
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attribute highp vec2 vertexCoordsArray; \n\
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attribute highp vec3 pmvMatrix1; \n\
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attribute highp vec3 pmvMatrix2; \n\
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attribute highp vec3 pmvMatrix3; \n\
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uniform mediump vec2 halfViewportSize; \n\
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uniform highp vec2 invertedTextureSize; \n\
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uniform highp mat3 brushTransform; \n\
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varying highp vec2 patternTexCoords; \n\
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void setPosition(void) \n\
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{ \n\
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highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
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vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
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gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
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gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
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patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \n\
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}\n";
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static const char* const qopenglslAffinePositionWithPatternBrushVertexShader
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= qopenglslPositionWithPatternBrushVertexShader;
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static const char* const qopenglslPatternBrushSrcFragmentShader = "\n\
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uniform sampler2D brushTexture; \n\
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uniform lowp vec4 patternColor; \n\
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varying highp vec2 patternTexCoords;\n\
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lowp vec4 srcPixel() \n\
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{ \n\
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return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \n\
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}\n";
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// Linear Gradient Brush
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static const char* const qopenglslPositionWithLinearGradientBrushVertexShader = "\n\
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attribute highp vec2 vertexCoordsArray; \n\
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attribute highp vec3 pmvMatrix1; \n\
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attribute highp vec3 pmvMatrix2; \n\
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attribute highp vec3 pmvMatrix3; \n\
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uniform mediump vec2 halfViewportSize; \n\
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uniform highp vec3 linearData; \n\
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uniform highp mat3 brushTransform; \n\
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varying mediump float index; \n\
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void setPosition() \n\
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{ \n\
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highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
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vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
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gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
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gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
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index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \n\
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}\n";
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static const char* const qopenglslAffinePositionWithLinearGradientBrushVertexShader
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= qopenglslPositionWithLinearGradientBrushVertexShader;
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static const char* const qopenglslLinearGradientBrushSrcFragmentShader = "\n\
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uniform sampler2D brushTexture; \n\
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varying mediump float index; \n\
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lowp vec4 srcPixel() \n\
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{ \n\
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mediump vec2 val = vec2(index, 0.5); \n\
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return texture2D(brushTexture, val); \n\
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}\n";
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// Conical Gradient Brush
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static const char* const qopenglslPositionWithConicalGradientBrushVertexShader = "\n\
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attribute highp vec2 vertexCoordsArray; \n\
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attribute highp vec3 pmvMatrix1; \n\
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attribute highp vec3 pmvMatrix2; \n\
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attribute highp vec3 pmvMatrix3; \n\
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uniform mediump vec2 halfViewportSize; \n\
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uniform highp mat3 brushTransform; \n\
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varying highp vec2 A; \n\
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void setPosition(void) \n\
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{ \n\
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highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
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vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
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gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
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gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
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A = hTexCoords.xy * invertedHTexCoordsZ; \n\
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}\n";
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static const char* const qopenglslAffinePositionWithConicalGradientBrushVertexShader
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= qopenglslPositionWithConicalGradientBrushVertexShader;
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static const char* const qopenglslConicalGradientBrushSrcFragmentShader = "\n\
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#define INVERSE_2PI 0.1591549430918953358 \n\
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uniform sampler2D brushTexture; \n\
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uniform mediump float angle; \n\
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varying highp vec2 A; \n\
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lowp vec4 srcPixel() \n\
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{ \n\
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highp float t; \n\
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if (abs(A.y) == abs(A.x)) \n\
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t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \n\
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else \n\
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t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \n\
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return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \n\
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}\n";
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// Radial Gradient Brush
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static const char* const qopenglslPositionWithRadialGradientBrushVertexShader = "\n\
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attribute highp vec2 vertexCoordsArray;\n\
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attribute highp vec3 pmvMatrix1; \n\
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attribute highp vec3 pmvMatrix2; \n\
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attribute highp vec3 pmvMatrix3; \n\
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uniform mediump vec2 halfViewportSize; \n\
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uniform highp mat3 brushTransform; \n\
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uniform highp vec2 fmp; \n\
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uniform highp vec3 bradius; \n\
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varying highp float b; \n\
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varying highp vec2 A; \n\
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void setPosition(void) \n\
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{\n\
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highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
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vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
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gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
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gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
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A = hTexCoords.xy * invertedHTexCoordsZ; \n\
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b = bradius.x + 2.0 * dot(A, fmp); \n\
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}\n";
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static const char* const qopenglslAffinePositionWithRadialGradientBrushVertexShader
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= qopenglslPositionWithRadialGradientBrushVertexShader;
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static const char* const qopenglslRadialGradientBrushSrcFragmentShader = "\n\
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uniform sampler2D brushTexture; \n\
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uniform highp float fmp2_m_radius2; \n\
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uniform highp float inverse_2_fmp2_m_radius2; \n\
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uniform highp float sqrfr; \n\
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varying highp float b; \n\
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varying highp vec2 A; \n\
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uniform highp vec3 bradius; \n\
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lowp vec4 srcPixel() \n\
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{ \n\
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highp float c = sqrfr-dot(A, A); \n\
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highp float det = b*b - 4.0*fmp2_m_radius2*c; \n\
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lowp vec4 result = vec4(0.0); \n\
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if (det >= 0.0) { \n\
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highp float detSqrt = sqrt(det); \n\
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highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); \n\
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if (bradius.y + w * bradius.z >= 0.0) \n\
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result = texture2D(brushTexture, vec2(w, 0.5)); \n\
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} \n\
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return result; \n\
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}\n";
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// Texture Brush
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static const char* const qopenglslPositionWithTextureBrushVertexShader = "\n\
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attribute highp vec2 vertexCoordsArray; \n\
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attribute highp vec3 pmvMatrix1; \n\
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attribute highp vec3 pmvMatrix2; \n\
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attribute highp vec3 pmvMatrix3; \n\
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uniform mediump vec2 halfViewportSize; \n\
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uniform highp vec2 invertedTextureSize; \n\
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uniform highp mat3 brushTransform; \n\
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varying highp vec2 brushTextureCoords; \n\
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void setPosition(void) \n\
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{ \n\
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highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
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vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
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gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
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mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
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mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
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mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
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gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
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brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\
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}\n";
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|
static const char* const qopenglslAffinePositionWithTextureBrushVertexShader
|
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|
|
= qopenglslPositionWithTextureBrushVertexShader;
|
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#if defined(QT_OPENGL_ES_2)
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|
// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
|
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|
|
// we emulate GL_REPEAT by only taking the fractional part of the texture coords.
|
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|
|
// TODO: Special case POT textures which don't need this emulation
|
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|
|
static const char* const qopenglslTextureBrushSrcFragmentShader = "\n\
|
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|
|
varying highp vec2 brushTextureCoords; \n\
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|
|
uniform sampler2D brushTexture; \n\
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|
|
lowp vec4 srcPixel() { \n\
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|
|
return texture2D(brushTexture, fract(brushTextureCoords)); \n\
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|
|
}\n";
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|
#else
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|
static const char* const qopenglslTextureBrushSrcFragmentShader = "\n\
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|
|
varying highp vec2 brushTextureCoords; \n\
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|
|
uniform sampler2D brushTexture; \n\
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|
|
lowp vec4 srcPixel() \n\
|
|
|
|
{ \n\
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|
|
return texture2D(brushTexture, brushTextureCoords); \n\
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|
}\n";
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|
#endif
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static const char* const qopenglslTextureBrushSrcWithPatternFragmentShader = "\n\
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|
varying highp vec2 brushTextureCoords; \n\
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|
|
uniform lowp vec4 patternColor; \n\
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|
|
uniform sampler2D brushTexture; \n\
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|
|
lowp vec4 srcPixel() \n\
|
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|
|
{ \n\
|
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|
|
return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\
|
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|
|
}\n";
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|
|
// Solid Fill Brush
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|
static const char* const qopenglslSolidBrushSrcFragmentShader = "\n\
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|
|
uniform lowp vec4 fragmentColor; \n\
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|
|
lowp vec4 srcPixel() \n\
|
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|
|
{ \n\
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|
|
return fragmentColor; \n\
|
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|
|
}\n";
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|
|
static const char* const qopenglslImageSrcFragmentShader = "\n\
|
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|
|
varying highp vec2 textureCoords; \n\
|
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|
|
uniform sampler2D imageTexture; \n\
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|
|
lowp vec4 srcPixel() \n\
|
|
|
|
{ \n"
|
|
|
|
"return texture2D(imageTexture, textureCoords); \n"
|
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|
|
"}\n";
|
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|
|
static const char* const qopenglslCustomSrcFragmentShader = "\n\
|
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|
|
varying highp vec2 textureCoords; \n\
|
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|
|
uniform sampler2D imageTexture; \n\
|
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|
|
lowp vec4 srcPixel() \n\
|
|
|
|
{ \n\
|
|
|
|
return customShader(imageTexture, textureCoords); \n\
|
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|
|
}\n";
|
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|
|
static const char* const qopenglslImageSrcWithPatternFragmentShader = "\n\
|
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|
|
varying highp vec2 textureCoords; \n\
|
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|
|
uniform lowp vec4 patternColor; \n\
|
|
|
|
uniform sampler2D imageTexture; \n\
|
|
|
|
lowp vec4 srcPixel() \n\
|
|
|
|
{ \n\
|
|
|
|
return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\
|
|
|
|
}\n";
|
|
|
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|
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|
|
static const char* const qopenglslNonPremultipliedImageSrcFragmentShader = "\n\
|
|
|
|
varying highp vec2 textureCoords; \n\
|
|
|
|
uniform sampler2D imageTexture; \n\
|
|
|
|
lowp vec4 srcPixel() \n\
|
|
|
|
{ \n\
|
|
|
|
lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\
|
|
|
|
sample.rgb = sample.rgb * sample.a; \n\
|
|
|
|
return sample; \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslShockingPinkSrcFragmentShader = "\n\
|
|
|
|
lowp vec4 srcPixel() \n\
|
|
|
|
{ \n\
|
|
|
|
return vec4(0.98, 0.06, 0.75, 1.0); \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMainFragmentShader_ImageArrays = "\n\
|
|
|
|
varying lowp float opacity; \n\
|
|
|
|
lowp vec4 srcPixel(); \n\
|
|
|
|
void main() \n\
|
|
|
|
{ \n\
|
|
|
|
gl_FragColor = srcPixel() * opacity; \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMainFragmentShader_CMO = "\n\
|
|
|
|
uniform lowp float globalOpacity; \n\
|
|
|
|
lowp vec4 srcPixel(); \n\
|
|
|
|
lowp vec4 applyMask(lowp vec4); \n\
|
|
|
|
lowp vec4 compose(lowp vec4); \n\
|
|
|
|
void main() \n\
|
|
|
|
{ \n\
|
|
|
|
gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMainFragmentShader_CM = "\n\
|
|
|
|
lowp vec4 srcPixel(); \n\
|
|
|
|
lowp vec4 applyMask(lowp vec4); \n\
|
|
|
|
lowp vec4 compose(lowp vec4); \n\
|
|
|
|
void main() \n\
|
|
|
|
{ \n\
|
|
|
|
gl_FragColor = applyMask(compose(srcPixel())); \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMainFragmentShader_MO = "\n\
|
|
|
|
uniform lowp float globalOpacity; \n\
|
|
|
|
lowp vec4 srcPixel(); \n\
|
|
|
|
lowp vec4 applyMask(lowp vec4); \n\
|
|
|
|
void main() \n\
|
|
|
|
{ \n\
|
|
|
|
gl_FragColor = applyMask(srcPixel()*globalOpacity); \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMainFragmentShader_M = "\n\
|
|
|
|
lowp vec4 srcPixel(); \n\
|
|
|
|
lowp vec4 applyMask(lowp vec4); \n\
|
|
|
|
void main() \n\
|
|
|
|
{ \n\
|
|
|
|
gl_FragColor = applyMask(srcPixel()); \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMainFragmentShader_CO = "\n\
|
|
|
|
uniform lowp float globalOpacity; \n\
|
|
|
|
lowp vec4 srcPixel(); \n\
|
|
|
|
lowp vec4 compose(lowp vec4); \n\
|
|
|
|
void main() \n\
|
|
|
|
{ \n\
|
|
|
|
gl_FragColor = compose(srcPixel()*globalOpacity); \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMainFragmentShader_C = "\n\
|
|
|
|
lowp vec4 srcPixel(); \n\
|
|
|
|
lowp vec4 compose(lowp vec4); \n\
|
|
|
|
void main() \n\
|
|
|
|
{ \n\
|
|
|
|
gl_FragColor = compose(srcPixel()); \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMainFragmentShader_O = "\n\
|
|
|
|
uniform lowp float globalOpacity; \n\
|
|
|
|
lowp vec4 srcPixel(); \n\
|
|
|
|
void main() \n\
|
|
|
|
{ \n\
|
|
|
|
gl_FragColor = srcPixel()*globalOpacity; \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMainFragmentShader = "\n\
|
|
|
|
lowp vec4 srcPixel(); \n\
|
|
|
|
void main() \n\
|
|
|
|
{ \n\
|
|
|
|
gl_FragColor = srcPixel(); \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslMaskFragmentShader = "\n\
|
|
|
|
varying highp vec2 textureCoords;\n\
|
|
|
|
uniform sampler2D maskTexture;\n\
|
|
|
|
lowp vec4 applyMask(lowp vec4 src) \n\
|
|
|
|
{\n\
|
|
|
|
lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\
|
|
|
|
return src * mask.a; \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
// For source over with subpixel antialiasing, the final color is calculated per component as follows
|
|
|
|
// (.a is alpha component, .c is red, green or blue component):
|
|
|
|
// alpha = src.a * mask.c * opacity
|
|
|
|
// dest.c = dest.c * (1 - alpha) + src.c * alpha
|
|
|
|
//
|
|
|
|
// In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color
|
|
|
|
// In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one
|
|
|
|
//
|
|
|
|
// If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color
|
|
|
|
|
|
|
|
// For source composition with subpixel antialiasing, the final color is calculated per component as follows:
|
|
|
|
// alpha = src.a * mask.c * opacity
|
|
|
|
// dest.c = dest.c * (1 - mask.c) + src.c * alpha
|
|
|
|
//
|
|
|
|
|
|
|
|
static const char* const qopenglslRgbMaskFragmentShaderPass1 = "\n\
|
|
|
|
varying highp vec2 textureCoords;\n\
|
|
|
|
uniform sampler2D maskTexture;\n\
|
|
|
|
lowp vec4 applyMask(lowp vec4 src) \n\
|
|
|
|
{ \n\
|
|
|
|
lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\
|
|
|
|
return src.a * mask; \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
static const char* const qopenglslRgbMaskFragmentShaderPass2 = "\n\
|
|
|
|
varying highp vec2 textureCoords;\n\
|
|
|
|
uniform sampler2D maskTexture;\n\
|
|
|
|
lowp vec4 applyMask(lowp vec4 src) \n\
|
|
|
|
{ \n\
|
|
|
|
lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\
|
|
|
|
return src * mask; \n\
|
|
|
|
}\n";
|
|
|
|
|
|
|
|
/*
|
|
|
|
Left to implement:
|
|
|
|
RgbMaskFragmentShader,
|
|
|
|
RgbMaskWithGammaFragmentShader,
|
|
|
|
|
|
|
|
MultiplyCompositionModeFragmentShader,
|
|
|
|
ScreenCompositionModeFragmentShader,
|
|
|
|
OverlayCompositionModeFragmentShader,
|
|
|
|
DarkenCompositionModeFragmentShader,
|
|
|
|
LightenCompositionModeFragmentShader,
|
|
|
|
ColorDodgeCompositionModeFragmentShader,
|
|
|
|
ColorBurnCompositionModeFragmentShader,
|
|
|
|
HardLightCompositionModeFragmentShader,
|
|
|
|
SoftLightCompositionModeFragmentShader,
|
|
|
|
DifferenceCompositionModeFragmentShader,
|
|
|
|
ExclusionCompositionModeFragmentShader,
|
|
|
|
*/
|
|
|
|
|
|
|
|
QT_END_NAMESPACE
|
|
|
|
|
|
|
|
QT_END_HEADER
|
|
|
|
|
|
|
|
#endif // GLGC_SHADER_SOURCE_H
|