diff options
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 18 |
1 files changed, 14 insertions, 4 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index fc8b9ef..9362c58 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -241,6 +241,7 @@ static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\n\ uniform mediump vec2 halfViewportSize; \n\ uniform highp mat3 brushTransform; \n\ uniform highp vec2 fmp; \n\ + uniform highp vec3 bradius; \n\ varying highp float b; \n\ varying highp vec2 A; \n\ void setPosition(void) \n\ @@ -253,7 +254,7 @@ static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\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\ + b = bradius.x + 2.0 * dot(A, fmp); \n\ }\n"; static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader @@ -263,13 +264,22 @@ static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\ uniform sampler2D brushTexture; \n\ uniform highp float fmp2_m_radius2; \n\ uniform highp float inverse_2_fmp2_m_radius2; \n\ + uniform highp float sqrfr; \n\ varying highp float b; \n\ varying highp vec2 A; \n\ + uniform highp vec3 bradius; \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\ + highp float c = sqrfr-dot(A, A); \n\ + highp float det = b*b - 4.0*fmp2_m_radius2*c; \n\ + lowp vec4 result = vec4(0.0); \n\ + if (det >= 0.0) { \n\ + highp float detSqrt = sqrt(det); \n\ + highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); \n\ + if (bradius.y + w * bradius.z >= 0.0) \n\ + result = texture2D(brushTexture, vec2(w, 0.5)); \n\ + } \n\ + return result; \n\ }\n"; |