f3ecda32e0
Also moves the openglwindow test to the opengl folder, as it makes use of these classes. Task-number: QTBUG-74409 Change-Id: Id9f0013cedcc8bd1e87122c005641d7298525045 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
970 lines
37 KiB
C
970 lines
37 KiB
C
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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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 The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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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 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 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 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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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_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 mediump 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 mediump 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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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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{ \n\
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return texture2D(brushTexture, brushTextureCoords); \n\
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}\n";
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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\
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{ \n"
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"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\
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{ \n\
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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\
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uniform sampler2D imageTexture; \n\
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lowp vec4 srcPixel() \n\
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{ \n\
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return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\
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}\n";
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static const char* const qopenglslNonPremultipliedImageSrcFragmentShader = "\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\
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{ \n\
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lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\
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sample.rgb = sample.rgb * sample.a; \n\
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return sample; \n\
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}\n";
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static const char* const qopenglslGrayscaleImageSrcFragmentShader = "\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\
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{ \n\
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return texture2D(imageTexture, textureCoords).rrra; \n\
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}\n";
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static const char* const qopenglslAlphaImageSrcFragmentShader = "\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\
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{ \n\
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return vec4(0, 0, 0, texture2D(imageTexture, textureCoords).r); \n\
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}\n";
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static const char* const qopenglslShockingPinkSrcFragmentShader = "\n\
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lowp vec4 srcPixel() \n\
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{ \n\
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return vec4(0.98, 0.06, 0.75, 1.0); \n\
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}\n";
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static const char* const qopenglslMainFragmentShader_ImageArrays = "\n\
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varying lowp float opacity; \n\
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lowp vec4 srcPixel(); \n\
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void main() \n\
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{ \n\
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gl_FragColor = srcPixel() * opacity; \n\
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}\n";
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static const char* const qopenglslMainFragmentShader_MO = "\n\
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uniform lowp float globalOpacity; \n\
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lowp vec4 srcPixel(); \n\
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lowp vec4 applyMask(lowp vec4); \n\
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void main() \n\
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{ \n\
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gl_FragColor = applyMask(srcPixel()*globalOpacity); \n\
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}\n";
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static const char* const qopenglslMainFragmentShader_M = "\n\
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lowp vec4 srcPixel(); \n\
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lowp vec4 applyMask(lowp vec4); \n\
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void main() \n\
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{ \n\
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gl_FragColor = applyMask(srcPixel()); \n\
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}\n";
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static const char* const qopenglslMainFragmentShader_O = "\n\
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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";
|
|
|
|
static const char* const qopenglslMultiplyCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_multiply) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslScreenCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_screen) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslOverlayCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_overlay) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslDarkenCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_darken) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslLightenCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_lighten) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslColorDodgeCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_colordodge) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslColorBurnCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_colorburn) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslHardLightCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_hardlight) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslSoftLightCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_softlight) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslDifferenceCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_difference) out;\n\
|
|
#endif\n";
|
|
|
|
static const char* const qopenglslExclusionCompositionModeFragmentShader = "\n\
|
|
#ifdef GL_KHR_blend_equation_advanced\n\
|
|
layout(blend_support_exclusion) out;\n\
|
|
#endif\n";
|
|
|
|
/*
|
|
Left to implement:
|
|
RgbMaskFragmentShader,
|
|
RgbMaskWithGammaFragmentShader,
|
|
*/
|
|
|
|
/*
|
|
OpenGL 3.2+ Core Profile shaders
|
|
The following shader snippets are copies of the snippets above
|
|
but use the modern GLSL 1.5 keywords. New shaders should make
|
|
a snippet for both profiles and add them appropriately in the
|
|
shader manager.
|
|
*/
|
|
static const char* const qopenglslMainVertexShader_core =
|
|
"#version 150 core\n\
|
|
void setPosition(); \n\
|
|
void main(void) \n\
|
|
{ \n\
|
|
setPosition(); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslMainWithTexCoordsVertexShader_core =
|
|
"#version 150 core\n\
|
|
in vec2 textureCoordArray; \n\
|
|
out vec2 textureCoords; \n\
|
|
void setPosition(); \n\
|
|
void main(void) \n\
|
|
{ \n\
|
|
setPosition(); \n\
|
|
textureCoords = textureCoordArray; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslMainWithTexCoordsAndOpacityVertexShader_core =
|
|
"#version 150 core\n\
|
|
in vec2 textureCoordArray; \n\
|
|
in float opacityArray; \n\
|
|
out vec2 textureCoords; \n\
|
|
out float opacity; \n\
|
|
void setPosition(); \n\
|
|
void main(void) \n\
|
|
{ \n\
|
|
setPosition(); \n\
|
|
textureCoords = textureCoordArray; \n\
|
|
opacity = opacityArray; \n\
|
|
}\n";
|
|
|
|
// NOTE: We let GL do the perspective correction so texture lookups in the fragment
|
|
// shader are also perspective corrected.
|
|
static const char* const qopenglslPositionOnlyVertexShader_core = "\n\
|
|
in vec2 vertexCoordsArray; \n\
|
|
in vec3 pmvMatrix1; \n\
|
|
in vec3 pmvMatrix2; \n\
|
|
in vec3 pmvMatrix3; \n\
|
|
void setPosition(void) \n\
|
|
{ \n\
|
|
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
|
|
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
|
|
gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslComplexGeometryPositionOnlyVertexShader_core = "\n\
|
|
in vec2 vertexCoordsArray; \n\
|
|
uniform mat3 matrix; \n\
|
|
void setPosition(void) \n\
|
|
{ \n\
|
|
gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\
|
|
} \n";
|
|
|
|
static const char* const qopenglslUntransformedPositionVertexShader_core = "\n\
|
|
in vec4 vertexCoordsArray; \n\
|
|
void setPosition(void) \n\
|
|
{ \n\
|
|
gl_Position = vertexCoordsArray; \n\
|
|
}\n";
|
|
|
|
// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
|
|
static const char* const qopenglslPositionWithPatternBrushVertexShader_core = "\n\
|
|
in vec2 vertexCoordsArray; \n\
|
|
in vec3 pmvMatrix1; \n\
|
|
in vec3 pmvMatrix2; \n\
|
|
in vec3 pmvMatrix3; \n\
|
|
out vec2 patternTexCoords; \n\
|
|
uniform vec2 halfViewportSize; \n\
|
|
uniform vec2 invertedTextureSize; \n\
|
|
uniform mat3 brushTransform; \n\
|
|
void setPosition(void) \n\
|
|
{ \n\
|
|
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
|
|
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
|
|
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
|
|
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
|
|
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\
|
|
float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
|
|
gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
|
|
patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslAffinePositionWithPatternBrushVertexShader_core
|
|
= qopenglslPositionWithPatternBrushVertexShader_core;
|
|
|
|
static const char* const qopenglslPatternBrushSrcFragmentShader_core = "\n\
|
|
in vec2 patternTexCoords;\n\
|
|
uniform sampler2D brushTexture; \n\
|
|
uniform vec4 patternColor; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return patternColor * (1.0 - texture(brushTexture, patternTexCoords).r); \n\
|
|
}\n";
|
|
|
|
|
|
// Linear Gradient Brush
|
|
static const char* const qopenglslPositionWithLinearGradientBrushVertexShader_core = "\n\
|
|
in vec2 vertexCoordsArray; \n\
|
|
in vec3 pmvMatrix1; \n\
|
|
in vec3 pmvMatrix2; \n\
|
|
in vec3 pmvMatrix3; \n\
|
|
out float index; \n\
|
|
uniform vec2 halfViewportSize; \n\
|
|
uniform vec3 linearData; \n\
|
|
uniform mat3 brushTransform; \n\
|
|
void setPosition() \n\
|
|
{ \n\
|
|
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
|
|
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
|
|
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
|
|
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
|
|
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
|
|
float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
|
|
gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
|
|
index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslAffinePositionWithLinearGradientBrushVertexShader_core
|
|
= qopenglslPositionWithLinearGradientBrushVertexShader_core;
|
|
|
|
static const char* const qopenglslLinearGradientBrushSrcFragmentShader_core = "\n\
|
|
uniform sampler2D brushTexture; \n\
|
|
in float index; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
vec2 val = vec2(index, 0.5); \n\
|
|
return texture(brushTexture, val); \n\
|
|
}\n";
|
|
|
|
|
|
// Conical Gradient Brush
|
|
static const char* const qopenglslPositionWithConicalGradientBrushVertexShader_core = "\n\
|
|
in vec2 vertexCoordsArray; \n\
|
|
in vec3 pmvMatrix1; \n\
|
|
in vec3 pmvMatrix2; \n\
|
|
in vec3 pmvMatrix3; \n\
|
|
out vec2 A; \n\
|
|
uniform vec2 halfViewportSize; \n\
|
|
uniform mat3 brushTransform; \n\
|
|
void setPosition(void) \n\
|
|
{ \n\
|
|
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
|
|
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
|
|
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
|
|
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
|
|
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
|
|
float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
|
|
gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
|
|
A = hTexCoords.xy * invertedHTexCoordsZ; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslAffinePositionWithConicalGradientBrushVertexShader_core
|
|
= qopenglslPositionWithConicalGradientBrushVertexShader_core;
|
|
|
|
static const char* const qopenglslConicalGradientBrushSrcFragmentShader_core = "\n\
|
|
#define INVERSE_2PI 0.1591549430918953358 \n\
|
|
in vec2 A; \n\
|
|
uniform sampler2D brushTexture; \n\
|
|
uniform float angle; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
float t; \n\
|
|
if (abs(A.y) == abs(A.x)) \n\
|
|
t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \n\
|
|
else \n\
|
|
t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \n\
|
|
return texture(brushTexture, vec2(t - floor(t), 0.5)); \n\
|
|
}\n";
|
|
|
|
|
|
// Radial Gradient Brush
|
|
static const char* const qopenglslPositionWithRadialGradientBrushVertexShader_core = "\n\
|
|
in vec2 vertexCoordsArray;\n\
|
|
in vec3 pmvMatrix1; \n\
|
|
in vec3 pmvMatrix2; \n\
|
|
in vec3 pmvMatrix3; \n\
|
|
out float b; \n\
|
|
out vec2 A; \n\
|
|
uniform vec2 halfViewportSize; \n\
|
|
uniform mat3 brushTransform; \n\
|
|
uniform vec2 fmp; \n\
|
|
uniform vec3 bradius; \n\
|
|
void setPosition(void) \n\
|
|
{\n\
|
|
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
|
|
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
|
|
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
|
|
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
|
|
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
|
|
float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
|
|
gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
|
|
A = hTexCoords.xy * invertedHTexCoordsZ; \n\
|
|
b = bradius.x + 2.0 * dot(A, fmp); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslAffinePositionWithRadialGradientBrushVertexShader_core
|
|
= qopenglslPositionWithRadialGradientBrushVertexShader_core;
|
|
|
|
static const char* const qopenglslRadialGradientBrushSrcFragmentShader_core = "\n\
|
|
in float b; \n\
|
|
in vec2 A; \n\
|
|
uniform sampler2D brushTexture; \n\
|
|
uniform float fmp2_m_radius2; \n\
|
|
uniform float inverse_2_fmp2_m_radius2; \n\
|
|
uniform float sqrfr; \n\
|
|
uniform vec3 bradius; \n\
|
|
\n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
float c = sqrfr-dot(A, A); \n\
|
|
float det = b*b - 4.0*fmp2_m_radius2*c; \n\
|
|
vec4 result = vec4(0.0); \n\
|
|
if (det >= 0.0) { \n\
|
|
float detSqrt = sqrt(det); \n\
|
|
float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); \n\
|
|
if (bradius.y + w * bradius.z >= 0.0) \n\
|
|
result = texture(brushTexture, vec2(w, 0.5)); \n\
|
|
} \n\
|
|
return result; \n\
|
|
}\n";
|
|
|
|
|
|
// Texture Brush
|
|
static const char* const qopenglslPositionWithTextureBrushVertexShader_core = "\n\
|
|
in vec2 vertexCoordsArray; \n\
|
|
in vec3 pmvMatrix1; \n\
|
|
in vec3 pmvMatrix2; \n\
|
|
in vec3 pmvMatrix3; \n\
|
|
out vec2 brushTextureCoords; \n\
|
|
uniform vec2 halfViewportSize; \n\
|
|
uniform vec2 invertedTextureSize; \n\
|
|
uniform mat3 brushTransform; \n\
|
|
\n\
|
|
void setPosition(void) \n\
|
|
{ \n\
|
|
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
|
|
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
|
|
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
|
|
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
|
|
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
|
|
float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
|
|
gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
|
|
brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslAffinePositionWithTextureBrushVertexShader_core
|
|
= qopenglslPositionWithTextureBrushVertexShader_core;
|
|
|
|
static const char* const qopenglslTextureBrushSrcFragmentShader_core = "\n\
|
|
in vec2 brushTextureCoords; \n\
|
|
uniform sampler2D brushTexture; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return texture(brushTexture, brushTextureCoords); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslTextureBrushSrcWithPatternFragmentShader_core = "\n\
|
|
in vec2 brushTextureCoords; \n\
|
|
uniform vec4 patternColor; \n\
|
|
uniform sampler2D brushTexture; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return patternColor * (1.0 - texture(brushTexture, brushTextureCoords).r); \n\
|
|
}\n";
|
|
|
|
// Solid Fill Brush
|
|
static const char* const qopenglslSolidBrushSrcFragmentShader_core = "\n\
|
|
uniform vec4 fragmentColor; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return fragmentColor; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslImageSrcFragmentShader_core = "\n\
|
|
in vec2 textureCoords; \n\
|
|
uniform sampler2D imageTexture; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return texture(imageTexture, textureCoords); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslCustomSrcFragmentShader_core = "\n\
|
|
in vec2 textureCoords; \n\
|
|
uniform sampler2D imageTexture; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return customShader(imageTexture, textureCoords); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslImageSrcWithPatternFragmentShader_core = "\n\
|
|
in vec2 textureCoords; \n\
|
|
uniform vec4 patternColor; \n\
|
|
uniform sampler2D imageTexture; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return patternColor * (1.0 - texture(imageTexture, textureCoords).r); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslNonPremultipliedImageSrcFragmentShader_core = "\n\
|
|
in vec2 textureCoords; \n\
|
|
uniform sampler2D imageTexture; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
vec4 sample = texture(imageTexture, textureCoords); \n\
|
|
sample.rgb = sample.rgb * sample.a; \n\
|
|
return sample; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslGrayscaleImageSrcFragmentShader_core = "\n\
|
|
in vec2 textureCoords; \n\
|
|
uniform sampler2D imageTexture; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return texture(imageTexture, textureCoords).rrra; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslAlphaImageSrcFragmentShader_core = "\n\
|
|
in vec2 textureCoords; \n\
|
|
uniform sampler2D imageTexture; \n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return vec4(0, 0, 0, texture(imageTexture, textureCoords).r); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslShockingPinkSrcFragmentShader_core = "\n\
|
|
vec4 srcPixel() \n\
|
|
{ \n\
|
|
return vec4(0.98, 0.06, 0.75, 1.0); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslMainFragmentShader_ImageArrays_core =
|
|
"#version 150 core\n\
|
|
in float opacity; \n\
|
|
out vec4 fragColor; \n\
|
|
vec4 srcPixel(); \n\
|
|
void main() \n\
|
|
{ \n\
|
|
fragColor = srcPixel() * opacity; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslMainFragmentShader_MO_core =
|
|
"#version 150 core\n\
|
|
out vec4 fragColor; \n\
|
|
uniform float globalOpacity; \n\
|
|
vec4 srcPixel(); \n\
|
|
vec4 applyMask(vec4); \n\
|
|
void main() \n\
|
|
{ \n\
|
|
fragColor = applyMask(srcPixel()*globalOpacity); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslMainFragmentShader_M_core =
|
|
"#version 150 core\n\
|
|
out vec4 fragColor; \n\
|
|
vec4 srcPixel(); \n\
|
|
vec4 applyMask(vec4); \n\
|
|
void main() \n\
|
|
{ \n\
|
|
fragColor = applyMask(srcPixel()); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslMainFragmentShader_O_core =
|
|
"#version 150 core\n\
|
|
out vec4 fragColor; \n\
|
|
uniform float globalOpacity; \n\
|
|
vec4 srcPixel(); \n\
|
|
void main() \n\
|
|
{ \n\
|
|
fragColor = srcPixel()*globalOpacity; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslMainFragmentShader_core =
|
|
"#version 150 core\n\
|
|
out vec4 fragColor; \n\
|
|
vec4 srcPixel(); \n\
|
|
void main() \n\
|
|
{ \n\
|
|
fragColor = srcPixel(); \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslMaskFragmentShader_core = "\n\
|
|
in vec2 textureCoords;\n\
|
|
uniform sampler2D maskTexture;\n\
|
|
vec4 applyMask(vec4 src) \n\
|
|
{\n\
|
|
vec4 mask = texture(maskTexture, textureCoords); \n\
|
|
return src * mask.r; \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_core = "\n\
|
|
in vec2 textureCoords;\n\
|
|
uniform sampler2D maskTexture;\n\
|
|
vec4 applyMask(vec4 src) \n\
|
|
{ \n\
|
|
vec4 mask = texture(maskTexture, textureCoords); \n\
|
|
return src.a * mask; \n\
|
|
}\n";
|
|
|
|
static const char* const qopenglslRgbMaskFragmentShaderPass2_core = "\n\
|
|
in vec2 textureCoords;\n\
|
|
uniform sampler2D maskTexture;\n\
|
|
vec4 applyMask(vec4 src) \n\
|
|
{ \n\
|
|
vec4 mask = texture(maskTexture, textureCoords); \n\
|
|
return src * mask; \n\
|
|
}\n";
|
|
|
|
/*
|
|
Left to implement:
|
|
RgbMaskFragmentShader_core,
|
|
RgbMaskWithGammaFragmentShader_core,
|
|
*/
|
|
|
|
QT_END_NAMESPACE
|
|
|
|
#endif // GLGC_SHADER_SOURCE_H
|