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Diffstat (limited to 'src/opengl/gl2paintengineex/glgc_shader_source.h')
-rw-r--r-- | src/opengl/gl2paintengineex/glgc_shader_source.h | 289 |
1 files changed, 289 insertions, 0 deletions
diff --git a/src/opengl/gl2paintengineex/glgc_shader_source.h b/src/opengl/gl2paintengineex/glgc_shader_source.h new file mode 100644 index 0000000..5b9d28b --- /dev/null +++ b/src/opengl/gl2paintengineex/glgc_shader_source.h @@ -0,0 +1,289 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the QtOpenGL module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef GLGC_SHADER_SOURCE_H +#define GLGC_SHADER_SOURCE_H + +QT_BEGIN_HEADER + +QT_BEGIN_NAMESPACE + +QT_MODULE(OpenGL) + +static const char* qglslImageVertexShader = "\ + attribute highp vec4 inputVertex; \ + attribute lowp vec2 textureCoord; \ + uniform highp mat4 pmvMatrix; \ + varying lowp vec2 fragTextureCoord; \ + void main(void) \ + {\ + gl_Position = pmvMatrix * inputVertex;\ + fragTextureCoord = textureCoord; \ + }"; + +static const char* qglslImageFragmentShader = "\ + varying lowp vec2 fragTextureCoord;\ + uniform sampler2D textureSampler;\ + uniform lowp float opacity; \ + void main(void) \ + {\ + gl_FragColor = texture2D(textureSampler, fragTextureCoord) * opacity; \ + }"; + +static const char* qglslTextFragmentShader = "\ + varying lowp vec2 fragTextureCoord;\ + uniform mediump vec4 fragmentColor;\ + uniform sampler2D textureSampler;\ + void main(void) \ + {\ + highp vec4 tex = texture2D(textureSampler, fragTextureCoord); \ + tex = fragmentColor * tex.r; \ + gl_FragColor = tex; \ + }"; + +static const char* qglslDefaultVertexShader = "\ + attribute highp vec4 inputVertex;\ + uniform highp mat4 pmvMatrix;\ + void main(void)\ + {\ + gl_Position = pmvMatrix * inputVertex;\ + }"; + +static const char* qglslSimpleFragmentShader = "\ + void main (void)\ + {\ + gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\ + }"; + + +/**** FRAGMENT SHADER MAIN FUNCTIONS ****/ +// NOTE: Currently, the engine assumes brushes return colors already in pre-multiplied +// format. However, this may change if we add support for non-premultiplied + +static const char* qglslNoOpacityFragmentShaderMain = "\n\ + mediump vec4 brush();\ + void main (void)\ + {\ + gl_FragColor = brush();\ + }\n"; + +static const char* qglslFragmentShaderMain = "\n\ + mediump vec4 brush();\ + uniform lowp float opacity; \ + void main (void)\ + {\ + gl_FragColor = brush() * opacity;\ + }\n"; + + + +/**** BRUSH SHADERS ****/ + +// This should never actually be used +static const char* qglslNoBrushFragmentShader = "\n\ + mediump vec4 brush() { \ + discard; \ + return vec4(1.0, 0.8, 0.8, 1.0);\ + }\n"; + +// Solid Fill Brush +static const char* qglslSolidBrushFragmentShader = "\n\ + uniform mediump vec4 fragmentColor; \ + mediump vec4 brush() { \ + return fragmentColor;\ + }\n"; + +// Texture Brush +static const char* qglslTextureBrushVertexShader = "\ + attribute highp vec4 inputVertex; \ + uniform highp mat4 pmvMatrix; \ + uniform mediump vec2 halfViewportSize; \ + uniform mediump vec2 invertedTextureSize; \ + uniform mediump mat3 brushTransform; \ + varying mediump vec2 texCoords; \ + void main(void) { \ + gl_Position = pmvMatrix * inputVertex;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + 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.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + texCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ + texCoords.y = -texCoords.y; \ + }"; + +static const char* qglslTextureBrushFragmentShader = "\n\ + varying mediump vec2 texCoords;\ + uniform sampler2D brushTexture;\ + mediump vec4 brush() { \ + return texture2D(brushTexture, texCoords); \ + }\n"; + + +// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 +static const char* qglslPatternBrushVertexShader = "\ + attribute highp vec4 inputVertex; \ + uniform highp mat4 pmvMatrix; \ + uniform mediump vec2 halfViewportSize; \ + uniform mediump vec2 invertedTextureSize; \ + uniform mediump mat3 brushTransform; \ + varying mediump vec2 texCoords; \ + void main(void) { \ + gl_Position = pmvMatrix * inputVertex;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + 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.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + texCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \ + texCoords.y = -texCoords.y; \ + }"; + +static const char* qglslPatternBrushFragmentShader = "\n\ + uniform sampler2D brushTexture;\ + uniform lowp vec4 patternColor; \ + varying mediump vec2 texCoords;\ + mediump vec4 brush() { \ + return patternColor * texture2D(brushTexture, texCoords).r; \ + }\n"; + + +// Linear Gradient Brush +static const char* qglslLinearGradientBrushVertexShader = "\ + attribute highp vec4 inputVertex; \ + uniform highp mat4 pmvMatrix; \ + uniform mediump vec2 halfViewportSize; \ + uniform highp vec3 linearData; \ + uniform mediump mat3 brushTransform; \ + varying mediump float index ; \ + void main() { \ + gl_Position = pmvMatrix * inputVertex;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + 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.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \ + }"; + +static const char* qglslLinearGradientBrushFragmentShader = "\n\ + uniform sampler2D brushTexture; \ + varying mediump float index; \ + mediump vec4 brush() { \ + mediump vec2 val = vec2(index, 0.5); \ + return texture2D(brushTexture, val); \ + }\n"; + + +static const char* qglslRadialGradientBrushVertexShader = "\ + attribute highp vec4 inputVertex;\ + uniform highp mat4 pmvMatrix;\ + uniform mediump vec2 halfViewportSize; \ + uniform highp mat3 brushTransform; \ + uniform highp vec2 fmp; \ + varying highp float b; \ + varying highp vec2 A; \ + void main(void) \ + {\ + gl_Position = pmvMatrix * inputVertex;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + 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.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + A = hTexCoords.xy * invertedHTexCoordsZ; \ + b = 2.0 * fmp * (A.x + A.y); \ +\ + }"; + +static const char* qglslRadialGradientBrushFragmentShader = "\n\ + uniform sampler2D brushTexture; \ + uniform highp float fmp2_m_radius2; \ + uniform highp float inverse_2_fmp2_m_radius2; \ + varying highp float b; \ + varying highp vec2 A; \ +\ + mediump vec4 brush() { \ + 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); \ + }\n"; + +static const char* qglslConicalGradientBrushVertexShader = "\ + attribute highp vec4 inputVertex;\ + uniform highp mat4 pmvMatrix;\ + uniform mediump vec2 halfViewportSize; \ + uniform highp mat3 brushTransform; \ + varying highp vec2 A; \ + void main(void)\ + {\ + gl_Position = pmvMatrix * inputVertex;\ + gl_Position.xy = gl_Position.xy / gl_Position.w; \ + 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.xy = gl_Position.xy * invertedHTexCoordsZ; \ + gl_Position.w = invertedHTexCoordsZ; \ + A = hTexCoords.xy * invertedHTexCoordsZ; \ + }"; + +static const char* qglslConicalGradientBrushFragmentShader = "\n\ + #define INVERSE_2PI 0.1591549430918953358 \n\ + uniform sampler2D brushTexture; \ + uniform mediump float angle; \ + varying highp vec2 A; \ + mediump vec4 brush() { \ + if (abs(A.y) == abs(A.x)) \ + A.y += 0.002; \ + highp float t = (atan2(-A.y, A.x) + angle) * INVERSE_2PI; \ + return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \ + }\n"; + + +QT_END_NAMESPACE + +QT_END_HEADER + +#endif // GLGC_SHADER_SOURCE_H |