diff options
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 24 |
1 files changed, 16 insertions, 8 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index c963265..a7ece0f 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -107,6 +107,14 @@ static const char* const qglslPositionOnlyVertexShader = "\n\ gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\ }\n"; +static const char* const qglslComplexGeometryPositionOnlyVertexShader = "\n\ + uniform highp mat3 matrix; \n\ + attribute highp vec2 vertexCoordsArray; \n\ + void setPosition(void) \n\ + { \n\ + gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\ + } \n"; + static const char* const qglslUntransformedPositionVertexShader = "\n\ attribute highp vec4 vertexCoordsArray; \n\ void setPosition(void) \n\ @@ -274,7 +282,7 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\n\ uniform mediump vec2 halfViewportSize; \n\ uniform highp vec2 invertedTextureSize; \n\ uniform highp mat3 brushTransform; \n\ - varying highp vec2 textureCoords; \n\ + varying highp vec2 brushTextureCoords; \n\ void setPosition(void) \n\ { \n\ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ @@ -284,7 +292,7 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\n\ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ - textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\ + brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\ }\n"; static const char* const qglslAffinePositionWithTextureBrushVertexShader @@ -295,28 +303,28 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader // we emulate GL_REPEAT by only taking the fractional part of the texture coords. // TODO: Special case POT textures which don't need this emulation static const char* const qglslTextureBrushSrcFragmentShader = "\n\ - varying highp vec2 textureCoords; \n\ + varying highp vec2 brushTextureCoords; \n\ uniform lowp sampler2D brushTexture; \n\ lowp vec4 srcPixel() { \n\ - return texture2D(brushTexture, fract(textureCoords)); \n\ + return texture2D(brushTexture, fract(brushTextureCoords)); \n\ }\n"; #else static const char* const qglslTextureBrushSrcFragmentShader = "\n\ - varying highp vec2 textureCoords; \n\ + varying highp vec2 brushTextureCoords; \n\ uniform lowp sampler2D brushTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ - return texture2D(brushTexture, textureCoords); \n\ + return texture2D(brushTexture, brushTextureCoords); \n\ }\n"; #endif static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\ - varying highp vec2 textureCoords; \n\ + varying highp vec2 brushTextureCoords; \n\ uniform lowp vec4 patternColor; \n\ uniform lowp sampler2D brushTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ - return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \n\ + return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\ }\n"; // Solid Fill Brush |