summaryrefslogtreecommitdiffstats
path: root/src
diff options
context:
space:
mode:
authorTom Cooksey <thomas.cooksey@nokia.com>2010-01-20 11:47:18 (GMT)
committerTom Cooksey <thomas.cooksey@nokia.com>2010-01-21 12:29:11 (GMT)
commit87ca0fa9389b7ef77e179b6db7ddc970b7228d6c (patch)
tree0d0c735621c4949a25f58778605367280aa785fd /src
parent3a8236a01f89882d91e22a336f1e7134d3a84b68 (diff)
downloadQt-87ca0fa9389b7ef77e179b6db7ddc970b7228d6c.zip
Qt-87ca0fa9389b7ef77e179b6db7ddc970b7228d6c.tar.gz
Qt-87ca0fa9389b7ef77e179b6db7ddc970b7228d6c.tar.bz2
Purely cosmetic (formatting) changes to GL2 engine's GLSL
This makes GLSL dumps _significantly_ easier to read. Reviewed-By: TrustMe
Diffstat (limited to 'src')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h690
1 files changed, 357 insertions, 333 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index b471b81..ee04166 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -63,222 +63,229 @@ QT_BEGIN_NAMESPACE
QT_MODULE(OpenGL)
-static const char* const qglslMainVertexShader = "\
- void setPosition();\
- void main(void)\
- {\
- setPosition();\
- }";
-
-static const char* const qglslMainWithTexCoordsVertexShader = "\
- attribute highp vec2 textureCoordArray; \
- varying highp vec2 textureCoords; \
- void setPosition();\
- void main(void) \
- {\
- setPosition();\
- textureCoords = textureCoordArray; \
- }";
-
-static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\
- attribute highp vec2 textureCoordArray; \
- attribute lowp float opacityArray; \
- varying highp vec2 textureCoords; \
- varying lowp float opacity; \
- void setPosition(); \
- void main(void) \
- { \
- setPosition(); \
- textureCoords = textureCoordArray; \
- opacity = opacityArray; \
- }";
+static const char* const qglslMainVertexShader = "\n\
+ void setPosition(); \n\
+ void main(void) \n\
+ { \n\
+ setPosition(); \n\
+ }\n";
+
+static const char* const qglslMainWithTexCoordsVertexShader = "\n\
+ attribute highp vec2 textureCoordArray; \n\
+ varying highp vec2 textureCoords; \n\
+ void setPosition(); \n\
+ void main(void) \n\
+ { \n\
+ setPosition(); \n\
+ textureCoords = textureCoordArray; \n\
+ }\n";
+
+static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\n\
+ attribute highp vec2 textureCoordArray; \n\
+ attribute lowp float opacityArray; \n\
+ varying highp vec2 textureCoords; \n\
+ varying lowp 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 qglslPositionOnlyVertexShader = "\
- attribute highp vec2 vertexCoordsArray;\
- attribute highp vec3 pmvMatrix1; \
- attribute highp vec3 pmvMatrix2; \
- attribute highp vec3 pmvMatrix3; \
- void setPosition(void)\
- {\
- highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \
- vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
- gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \
- }";
-
-static const char* const qglslUntransformedPositionVertexShader = "\
- attribute highp vec4 vertexCoordsArray;\
- void setPosition(void)\
- {\
- gl_Position = vertexCoordsArray;\
- }";
+static const char* const qglslPositionOnlyVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ void setPosition(void) \n\
+ { \n\
+ highp 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 qglslUntransformedPositionVertexShader = "\n\
+ attribute highp 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 qglslPositionWithPatternBrushVertexShader = "\
- attribute highp vec2 vertexCoordsArray; \
- attribute highp vec3 pmvMatrix1; \
- attribute highp vec3 pmvMatrix2; \
- attribute highp vec3 pmvMatrix3; \
- uniform mediump vec2 halfViewportSize; \
- uniform highp vec2 invertedTextureSize; \
- uniform highp mat3 brushTransform; \
- varying highp vec2 patternTexCoords; \
- void setPosition(void) { \
- highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \
- vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
- gl_Position.xy = transformedPos.xy / transformedPos.z; \
- mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
- mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \
- mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
- }";
+static const char* const qglslPositionWithPatternBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp vec2 invertedTextureSize; \n\
+ uniform highp mat3 brushTransform; \n\
+ varying highp vec2 patternTexCoords; \n\
+ void setPosition(void) \n\
+ { \n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\
+ mediump 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 qglslAffinePositionWithPatternBrushVertexShader
= qglslPositionWithPatternBrushVertexShader;
-static const char* const qglslPatternBrushSrcFragmentShader = "\
- uniform lowp sampler2D brushTexture;\
- uniform lowp vec4 patternColor; \
- varying highp vec2 patternTexCoords;\
- lowp vec4 srcPixel() { \
- return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \
+static const char* const qglslPatternBrushSrcFragmentShader = "\n\
+ uniform lowp sampler2D brushTexture; \n\
+ uniform lowp vec4 patternColor; \n\
+ varying highp vec2 patternTexCoords;\n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \n\
}\n";
// Linear Gradient Brush
-static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
- attribute highp vec2 vertexCoordsArray; \
- attribute highp vec3 pmvMatrix1; \
- attribute highp vec3 pmvMatrix2; \
- attribute highp vec3 pmvMatrix3; \
- uniform mediump vec2 halfViewportSize; \
- uniform highp vec3 linearData; \
- uniform highp mat3 brushTransform; \
- varying mediump float index; \
- void setPosition() { \
- highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \
- vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
- gl_Position.xy = transformedPos.xy / transformedPos.z; \
- mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
- mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
- mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
- }";
+static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp vec3 linearData; \n\
+ uniform highp mat3 brushTransform; \n\
+ varying mediump float index; \n\
+ void setPosition() \n\
+ { \n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ mediump 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 qglslAffinePositionWithLinearGradientBrushVertexShader
= qglslPositionWithLinearGradientBrushVertexShader;
-static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
- uniform lowp sampler2D brushTexture; \
- varying mediump float index; \
- lowp vec4 srcPixel() { \
- mediump vec2 val = vec2(index, 0.5); \
- return texture2D(brushTexture, val); \
+static const char* const qglslLinearGradientBrushSrcFragmentShader = "\n\
+ uniform lowp sampler2D brushTexture; \n\
+ varying mediump float index; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ mediump vec2 val = vec2(index, 0.5); \n\
+ return texture2D(brushTexture, val); \n\
}\n";
// Conical Gradient Brush
-static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
- attribute highp vec2 vertexCoordsArray;\
- attribute highp vec3 pmvMatrix1; \
- attribute highp vec3 pmvMatrix2; \
- attribute highp vec3 pmvMatrix3; \
- uniform mediump vec2 halfViewportSize; \
- uniform highp mat3 brushTransform; \
- varying highp vec2 A; \
- void setPosition(void) \
- { \
- highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \
- vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
- gl_Position.xy = transformedPos.xy / transformedPos.z; \
- mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
- mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
- mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- A = hTexCoords.xy * invertedHTexCoordsZ; \
- }";
+static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp mat3 brushTransform; \n\
+ varying highp vec2 A; \n\
+ void setPosition(void) \n\
+ { \n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ mediump 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 qglslAffinePositionWithConicalGradientBrushVertexShader
= qglslPositionWithConicalGradientBrushVertexShader;
static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
#define INVERSE_2PI 0.1591549430918953358 \n\
- uniform lowp sampler2D brushTexture; \n\
- uniform mediump float angle; \
- varying highp vec2 A; \
- lowp vec4 srcPixel() { \
- highp float t; \
- if (abs(A.y) == abs(A.x)) \
- t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \
- else \
- t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \
- return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
- }";
+ uniform lowp sampler2D brushTexture; \n\
+ uniform mediump float angle; \n\
+ varying highp vec2 A; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ highp 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 texture2D(brushTexture, vec2(t - floor(t), 0.5)); \n\
+ }\n";
// Radial Gradient Brush
-static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
- attribute highp vec2 vertexCoordsArray;\
- attribute highp vec3 pmvMatrix1; \
- attribute highp vec3 pmvMatrix2; \
- attribute highp vec3 pmvMatrix3; \
- uniform mediump vec2 halfViewportSize; \
- uniform highp mat3 brushTransform; \
- uniform highp vec2 fmp; \
- varying highp float b; \
- varying highp vec2 A; \
- void setPosition(void) \
- {\
- highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \
- vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
- gl_Position.xy = transformedPos.xy / transformedPos.z; \
- mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
- mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
- mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- A = hTexCoords.xy * invertedHTexCoordsZ; \
- b = 2.0 * dot(A, fmp); \
- }";
+static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray;\n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp mat3 brushTransform; \n\
+ uniform highp vec2 fmp; \n\
+ varying highp float b; \n\
+ varying highp vec2 A; \n\
+ void setPosition(void) \n\
+ {\n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
+ A = hTexCoords.xy * invertedHTexCoordsZ; \n\
+ b = 2.0 * dot(A, fmp); \n\
+ }\n";
static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
= qglslPositionWithRadialGradientBrushVertexShader;
-static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
- uniform lowp sampler2D brushTexture; \
- uniform highp float fmp2_m_radius2; \
- uniform highp float inverse_2_fmp2_m_radius2; \
- varying highp float b; \
- varying highp vec2 A; \
- lowp vec4 srcPixel() { \
- highp float c = -dot(A, A); \
- highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \
- return texture2D(brushTexture, val); \
- }";
+static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\
+ uniform lowp sampler2D brushTexture; \n\
+ uniform highp float fmp2_m_radius2; \n\
+ uniform highp float inverse_2_fmp2_m_radius2; \n\
+ varying highp float b; \n\
+ varying highp vec2 A; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ highp float c = -dot(A, A); \n\
+ highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \n\
+ return texture2D(brushTexture, val); \n\
+ }\n";
// Texture Brush
-static const char* const qglslPositionWithTextureBrushVertexShader = "\
- attribute highp vec2 vertexCoordsArray; \
- attribute highp vec3 pmvMatrix1; \
- attribute highp vec3 pmvMatrix2; \
- attribute highp vec3 pmvMatrix3; \
- uniform mediump vec2 halfViewportSize; \
- uniform highp vec2 invertedTextureSize; \
- uniform highp mat3 brushTransform; \
- varying highp vec2 textureCoords; \
- void setPosition(void) { \
- highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \
- vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
- gl_Position.xy = transformedPos.xy / transformedPos.z; \
- mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
- mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
- mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
- }";
+static const char* const qglslPositionWithTextureBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp vec2 invertedTextureSize; \n\
+ uniform highp mat3 brushTransform; \n\
+ varying highp vec2 textureCoords; \n\
+ void setPosition(void) \n\
+ { \n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
+ textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\
+ }\n";
static const char* const qglslAffinePositionWithTextureBrushVertexShader
= qglslPositionWithTextureBrushVertexShader;
@@ -287,148 +294,165 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader
// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
// we emulate GL_REPEAT by only taking the fractional part of the texture coords.
// TODO: Special case POT textures which don't need this emulation
-static const char* const qglslTextureBrushSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D brushTexture; \
- lowp vec4 srcPixel() { \
- return texture2D(brushTexture, fract(textureCoords)); \
- }";
+static const char* const qglslTextureBrushSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp sampler2D brushTexture; \n\
+ lowp vec4 srcPixel() { \n\
+ return texture2D(brushTexture, fract(textureCoords)); \n\
+ }\n";
#else
-static const char* const qglslTextureBrushSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D brushTexture; \
- lowp vec4 srcPixel() { \
- return texture2D(brushTexture, textureCoords); \
- }";
+static const char* const qglslTextureBrushSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp sampler2D brushTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return texture2D(brushTexture, textureCoords); \n\
+ }\n";
#endif
-static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp vec4 patternColor; \
- uniform lowp sampler2D brushTexture; \
- lowp vec4 srcPixel() { \
- return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \
- }";
+static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp vec4 patternColor; \n\
+ uniform lowp sampler2D brushTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \n\
+ }\n";
// Solid Fill Brush
-static const char* const qglslSolidBrushSrcFragmentShader = "\
- uniform lowp vec4 fragmentColor; \
- lowp vec4 srcPixel() { \
- return fragmentColor; \
- }";
-
-static const char* const qglslImageSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D imageTexture; \
- lowp vec4 srcPixel() { \
- return texture2D(imageTexture, textureCoords); \
- }";
-
-static const char* const qglslCustomSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D imageTexture; \
- lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \
- lowp vec4 srcPixel() { \
- return customShader(imageTexture, textureCoords); \
- }";
-
-static const char* const qglslImageSrcWithPatternFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp vec4 patternColor; \
- uniform lowp sampler2D imageTexture; \
- lowp vec4 srcPixel() { \
- return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \
- }\n";
-
-static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D imageTexture; \
- lowp vec4 srcPixel() { \
- lowp vec4 sample = texture2D(imageTexture, textureCoords); \
- sample.rgb = sample.rgb * sample.a; \
- return sample; \
- }";
-
-static const char* const qglslShockingPinkSrcFragmentShader = "\
- lowp vec4 srcPixel() { \
- return vec4(0.98, 0.06, 0.75, 1.0); \
- }";
-
-static const char* const qglslMainFragmentShader_ImageArrays = "\
- varying lowp float opacity; \
- lowp vec4 srcPixel(); \
- void main() { \
- gl_FragColor = srcPixel() * opacity; \
- }";
-
-static const char* const qglslMainFragmentShader_CMO = "\
- uniform lowp float globalOpacity; \
- lowp vec4 srcPixel(); \
- lowp vec4 applyMask(lowp vec4); \
- lowp vec4 compose(lowp vec4); \
- void main() { \
- gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \
- }";
-
-static const char* const qglslMainFragmentShader_CM = "\
- lowp vec4 srcPixel(); \
- lowp vec4 applyMask(lowp vec4); \
- lowp vec4 compose(lowp vec4); \
- void main() { \
- gl_FragColor = applyMask(compose(srcPixel())); \
- }";
-
-static const char* const qglslMainFragmentShader_MO = "\
- uniform lowp float globalOpacity; \
- lowp vec4 srcPixel(); \
- lowp vec4 applyMask(lowp vec4); \
- void main() { \
- gl_FragColor = applyMask(srcPixel()*globalOpacity); \
- }";
-
-static const char* const qglslMainFragmentShader_M = "\
- lowp vec4 srcPixel(); \
- lowp vec4 applyMask(lowp vec4); \
- void main() { \
- gl_FragColor = applyMask(srcPixel()); \
- }";
-
-static const char* const qglslMainFragmentShader_CO = "\
- uniform lowp float globalOpacity; \
- lowp vec4 srcPixel(); \
- lowp vec4 compose(lowp vec4); \
- void main() { \
- gl_FragColor = compose(srcPixel()*globalOpacity); \
- }";
-
-static const char* const qglslMainFragmentShader_C = "\
- lowp vec4 srcPixel(); \
- lowp vec4 compose(lowp vec4); \
- void main() { \
- gl_FragColor = compose(srcPixel()); \
- }";
-
-static const char* const qglslMainFragmentShader_O = "\
- uniform lowp float globalOpacity; \
- lowp vec4 srcPixel(); \
- void main() { \
- gl_FragColor = srcPixel()*globalOpacity; \
- }";
-
-static const char* const qglslMainFragmentShader = "\
- lowp vec4 srcPixel(); \
- void main() { \
- gl_FragColor = srcPixel(); \
- }";
-
-static const char* const qglslMaskFragmentShader = "\
- varying highp vec2 textureCoords;\
- uniform lowp sampler2D maskTexture;\
- lowp vec4 applyMask(lowp vec4 src) \
- {\
- lowp vec4 mask = texture2D(maskTexture, textureCoords); \
- return src * mask.a; \
- }";
+static const char* const qglslSolidBrushSrcFragmentShader = "\n\
+ uniform lowp vec4 fragmentColor; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return fragmentColor; \n\
+ }\n";
+
+static const char* const qglslImageSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return texture2D(imageTexture, textureCoords); \n\
+ }\n";
+
+static const char* const qglslCustomSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp sampler2D imageTexture; \n\
+ lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return customShader(imageTexture, textureCoords); \n\
+ }\n";
+
+static const char* const qglslImageSrcWithPatternFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp vec4 patternColor; \n\
+ uniform lowp sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\
+ }\n";
+
+static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp 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 qglslShockingPinkSrcFragmentShader = "\n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return vec4(0.98, 0.06, 0.75, 1.0); \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader_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 qglslMainFragmentShader_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 qglslMainFragmentShader_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 qglslMainFragmentShader_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 qglslMainFragmentShader_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 qglslMainFragmentShader_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 qglslMainFragmentShader_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 qglslMainFragmentShader_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 qglslMainFragmentShader = "\n\
+ lowp vec4 srcPixel(); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = srcPixel(); \n\
+ }\n";
+
+static const char* const qglslMaskFragmentShader = "\n\
+ varying highp vec2 textureCoords;\n\
+ uniform lowp 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):
@@ -445,23 +469,23 @@ static const char* const qglslMaskFragmentShader = "\
// dest.c = dest.c * (1 - mask.c) + src.c * alpha
//
-static const char* const qglslRgbMaskFragmentShaderPass1 = "\
- varying highp vec2 textureCoords;\
- uniform lowp sampler2D maskTexture;\
- lowp vec4 applyMask(lowp vec4 src) \
- {\
- lowp vec4 mask = texture2D(maskTexture, textureCoords); \
- return src.a * mask; \
- }";
-
-static const char* const qglslRgbMaskFragmentShaderPass2 = "\
- varying highp vec2 textureCoords;\
- uniform lowp sampler2D maskTexture;\
- lowp vec4 applyMask(lowp vec4 src) \
- {\
- lowp vec4 mask = texture2D(maskTexture, textureCoords); \
- return src * mask; \
- }";
+static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\
+ varying highp vec2 textureCoords;\n\
+ uniform lowp 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 qglslRgbMaskFragmentShaderPass2 = "\n\
+ varying highp vec2 textureCoords;\n\
+ uniform lowp 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: