diff options
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 51 |
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); \ |