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diff --git a/src/opengl/gl2paintengineex/glgc_shader_source.h b/src/opengl/gl2paintengineex/glgc_shader_source.h
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-/****************************************************************************
-**
-** 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