diff options
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 46 |
1 files changed, 28 insertions, 18 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index 9b63121..1d35124 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -148,7 +148,7 @@ static const char* const qglslAffinePositionWithPatternBrushVertexShader = qglslPositionWithPatternBrushVertexShader; static const char* const qglslPatternBrushSrcFragmentShader = "\n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ uniform lowp vec4 patternColor; \n\ varying highp vec2 patternTexCoords;\n\ lowp vec4 srcPixel() \n\ @@ -183,7 +183,7 @@ static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader = qglslPositionWithLinearGradientBrushVertexShader; static const char* const qglslLinearGradientBrushSrcFragmentShader = "\n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ varying mediump float index; \n\ lowp vec4 srcPixel() \n\ { \n\ @@ -218,7 +218,7 @@ static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ #define INVERSE_2PI 0.1591549430918953358 \n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ uniform mediump float angle; \n\ varying highp vec2 A; \n\ lowp vec4 srcPixel() \n\ @@ -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\ @@ -253,23 +254,32 @@ 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 = qglslPositionWithRadialGradientBrushVertexShader; static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\ - uniform lowp sampler2D brushTexture; \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"; @@ -304,14 +314,14 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader // TODO: Special case POT textures which don't need this emulation static const char* const qglslTextureBrushSrcFragmentShader = "\n\ varying highp vec2 brushTextureCoords; \n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ lowp vec4 srcPixel() { \n\ return texture2D(brushTexture, fract(brushTextureCoords)); \n\ }\n"; #else static const char* const qglslTextureBrushSrcFragmentShader = "\n\ varying highp vec2 brushTextureCoords; \n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return texture2D(brushTexture, brushTextureCoords); \n\ @@ -321,7 +331,7 @@ static const char* const qglslTextureBrushSrcFragmentShader = "\n\ static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\ varying highp vec2 brushTextureCoords; \n\ uniform lowp vec4 patternColor; \n\ - uniform lowp sampler2D brushTexture; \n\ + uniform sampler2D brushTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\ @@ -337,7 +347,7 @@ static const char* const qglslSolidBrushSrcFragmentShader = "\n\ static const char* const qglslImageSrcFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ - uniform lowp sampler2D imageTexture; \n\ + uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n" "return texture2D(imageTexture, textureCoords); \n" @@ -345,7 +355,7 @@ static const char* const qglslImageSrcFragmentShader = "\n\ static const char* const qglslCustomSrcFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ - uniform lowp sampler2D imageTexture; \n\ + uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return customShader(imageTexture, textureCoords); \n\ @@ -354,7 +364,7 @@ static const char* const qglslCustomSrcFragmentShader = "\n\ static const char* const qglslImageSrcWithPatternFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ uniform lowp vec4 patternColor; \n\ - uniform lowp sampler2D imageTexture; \n\ + uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\ @@ -362,7 +372,7 @@ static const char* const qglslImageSrcWithPatternFragmentShader = "\n\ static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ - uniform lowp sampler2D imageTexture; \n\ + uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\ @@ -454,7 +464,7 @@ static const char* const qglslMainFragmentShader = "\n\ static const char* const qglslMaskFragmentShader = "\n\ varying highp vec2 textureCoords;\n\ - uniform lowp sampler2D maskTexture;\n\ + uniform sampler2D maskTexture;\n\ lowp vec4 applyMask(lowp vec4 src) \n\ {\n\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ @@ -478,7 +488,7 @@ static const char* const qglslMaskFragmentShader = "\n\ static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\ varying highp vec2 textureCoords;\n\ - uniform lowp sampler2D maskTexture;\n\ + uniform sampler2D maskTexture;\n\ lowp vec4 applyMask(lowp vec4 src) \n\ { \n\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ @@ -487,7 +497,7 @@ static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\ static const char* const qglslRgbMaskFragmentShaderPass2 = "\n\ varying highp vec2 textureCoords;\n\ - uniform lowp sampler2D maskTexture;\n\ + uniform sampler2D maskTexture;\n\ lowp vec4 applyMask(lowp vec4 src) \n\ { \n\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ |