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authorTobias Koenig <tokoe@kde.org>2009-06-10 15:11:59 (GMT)
committerTobias Koenig <tokoe@kde.org>2009-06-10 15:11:59 (GMT)
commitf1e6e89f7ee452af0e4404af537f5fed2a2b2dc5 (patch)
tree045fbf67a4806e4e217ef23cdf4f363ac359bef1 /src/opengl/gl2paintengineex/qglengineshadersource_p.h
parent5d87f2542bbcb0877f4a9a9b5be4df80cd6aa4cd (diff)
parent5b24c5793607c809b1bac82c7cc3696001ee9217 (diff)
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Merge branch 'master' of git://gitorious.org/qt/qt
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h14
1 files changed, 14 insertions, 0 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 920d0bc..70cc67e 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -84,16 +84,20 @@ static const char* const qglslMainWithTexCoordsVertexShader = "\
static const char* const qglslPositionOnlyVertexShader = "\
attribute highp vec4 vertexCoordsArray;\
uniform highp mat4 pmvMatrix;\
+ uniform highp float depth;\
void setPosition(void)\
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.z = depth;\
}";
static const char* const qglslUntransformedPositionVertexShader = "\
attribute highp vec4 vertexCoordsArray;\
+ uniform highp float depth;\
void setPosition(void)\
{\
gl_Position = vertexCoordsArray;\
+ gl_Position.z = depth;\
}";
// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
@@ -104,9 +108,11 @@ static const char* const qglslPositionWithPatternBrushVertexShader = "\
uniform mediump vec2 invertedTextureSize; \
uniform mediump mat3 brushTransform; \
varying mediump vec2 patternTexCoords; \
+ uniform highp float depth;\
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth;\
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -136,9 +142,11 @@ static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
uniform highp vec3 linearData; \
uniform highp mat3 brushTransform; \
varying mediump float index ; \
+ uniform highp float depth;\
void setPosition() { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth;\
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -166,10 +174,12 @@ static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
uniform mediump vec2 halfViewportSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 A; \
+ uniform highp float depth;\
void setPosition(void)\
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -205,10 +215,12 @@ static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
uniform highp vec2 fmp; \
varying highp float b; \
varying highp vec2 A; \
+ uniform highp float depth;\
void setPosition(void) \
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -242,9 +254,11 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
uniform mediump vec2 invertedTextureSize; \
uniform mediump mat3 brushTransform; \
varying mediump vec2 brushTextureCoords; \
+ uniform highp float depth;\
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \