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Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h51
1 files changed, 25 insertions, 26 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index cf930f3..c8e85ab 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -73,8 +73,8 @@ static const char* const qglslMainVertexShader = "\
}";
static const char* const qglslMainWithTexCoordsVertexShader = "\
- attribute mediump vec2 textureCoordArray; \
- varying mediump vec2 textureCoords; \
+ attribute highp vec2 textureCoordArray; \
+ varying highp vec2 textureCoords; \
uniform highp float depth;\
void setPosition();\
void main(void) \
@@ -105,9 +105,9 @@ static const char* const qglslPositionWithPatternBrushVertexShader = "\
attribute highp vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
- uniform mediump vec2 invertedTextureSize; \
- uniform mediump mat3 brushTransform; \
- varying mediump vec2 patternTexCoords; \
+ uniform highp vec2 invertedTextureSize; \
+ uniform highp mat3 brushTransform; \
+ varying highp vec2 patternTexCoords; \
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
@@ -124,9 +124,9 @@ static const char* const qglslAffinePositionWithPatternBrushVertexShader
= qglslPositionWithPatternBrushVertexShader;
static const char* const qglslPatternBrushSrcFragmentShader = "\
- uniform sampler2D brushTexture;\
+ uniform lowp sampler2D brushTexture;\
uniform lowp vec4 patternColor; \
- varying mediump vec2 patternTexCoords;\
+ varying highp vec2 patternTexCoords;\
lowp vec4 srcPixel() { \
return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \
}\n";
@@ -139,7 +139,7 @@ static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
uniform mediump vec2 halfViewportSize; \
uniform highp vec3 linearData; \
uniform highp mat3 brushTransform; \
- varying mediump float index ; \
+ varying mediump float index; \
void setPosition() { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
@@ -155,7 +155,7 @@ static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
= qglslPositionWithLinearGradientBrushVertexShader;
static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
- uniform sampler2D brushTexture; \
+ uniform lowp sampler2D brushTexture; \
varying mediump float index; \
lowp vec4 srcPixel() { \
mediump vec2 val = vec2(index, 0.5); \
@@ -187,7 +187,7 @@ static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
#define INVERSE_2PI 0.1591549430918953358 \n\
- uniform sampler2D brushTexture; \n\
+ uniform lowp sampler2D brushTexture; \n\
uniform mediump float angle; \
varying highp vec2 A; \
lowp vec4 srcPixel() { \
@@ -226,7 +226,7 @@ static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
= qglslPositionWithRadialGradientBrushVertexShader;
static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
- uniform sampler2D brushTexture; \
+ uniform lowp sampler2D brushTexture; \
uniform highp float fmp2_m_radius2; \
uniform highp float inverse_2_fmp2_m_radius2; \
varying highp float b; \
@@ -243,9 +243,9 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
attribute highp vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
- uniform mediump vec2 invertedTextureSize; \
- uniform mediump mat3 brushTransform; \
- varying mediump vec2 brushTextureCoords; \
+ uniform highp vec2 invertedTextureSize; \
+ uniform highp mat3 brushTransform; \
+ varying highp vec2 brushTextureCoords; \
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
@@ -255,23 +255,22 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
gl_Position.w = invertedHTexCoordsZ; \
brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
- brushTextureCoords.y = -brushTextureCoords.y; \
}";
static const char* const qglslAffinePositionWithTextureBrushVertexShader
= qglslPositionWithTextureBrushVertexShader;
static const char* const qglslTextureBrushSrcFragmentShader = "\
- varying mediump vec2 brushTextureCoords; \
- uniform sampler2D brushTexture; \
+ varying highp vec2 brushTextureCoords; \
+ uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
return texture2D(brushTexture, brushTextureCoords); \
}";
static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
- varying mediump vec2 brushTextureCoords; \
+ varying highp vec2 brushTextureCoords; \
uniform lowp vec4 patternColor; \
- uniform sampler2D brushTexture; \
+ uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \
}";
@@ -284,16 +283,16 @@ static const char* const qglslSolidBrushSrcFragmentShader = "\
}";
static const char* const qglslImageSrcFragmentShader = "\
- varying mediump vec2 textureCoords; \
- uniform sampler2D imageTexture; \
+ 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 sampler2D imageTexture; \
- lowp vec4 customShader(sampler2D texture, vec2 coords); \
+ uniform lowp sampler2D imageTexture; \
+ lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \
lowp vec4 srcPixel() { \
return customShader(imageTexture, textureCoords); \
}";
@@ -301,14 +300,14 @@ static const char* const qglslCustomSrcFragmentShader = "\
static const char* const qglslImageSrcWithPatternFragmentShader = "\
varying highp vec2 textureCoords; \
uniform lowp vec4 patternColor; \
- uniform sampler2D imageTexture; \
+ 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 sampler2D imageTexture; \
+ uniform lowp sampler2D imageTexture; \
lowp vec4 srcPixel() { \
lowp vec4 sample = texture2D(imageTexture, textureCoords); \
sample.rgb = sample.rgb * sample.a; \
@@ -383,7 +382,7 @@ static const char* const qglslMainFragmentShader = "\
static const char* const qglslMaskFragmentShader = "\
varying highp vec2 textureCoords;\
- uniform sampler2D maskTexture;\
+ uniform lowp sampler2D maskTexture;\
lowp vec4 applyMask(lowp vec4 src) \
{\
lowp vec4 mask = texture2D(maskTexture, textureCoords); \