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-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp1
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager_p.h2
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h32
3 files changed, 12 insertions, 23 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index 15d4a9d..a4d8b77 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -78,7 +78,6 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context)
const char** code = qglEngineShaderSourceCode; // shortcut
- code[SimpleVertexShader] = qglslSimpleVertexShader;
code[MainVertexShader] = qglslMainVertexShader;
code[MainWithTexCoordsVertexShader] = qglslMainWithTexCoordsVertexShader;
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
index 8fb0d5b..dec8f56 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
@@ -87,7 +87,6 @@
correction is needed and a simpler vertex shader can be used instead.
So there are the following "main" vertex shaders:
- qglslSimpleVertexShader
qglslMainVertexShader
qglslMainWithTexCoordsVertexShader
@@ -287,7 +286,6 @@ public:
QGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
enum ShaderName {
- SimpleVertexShader,
MainVertexShader,
MainWithTexCoordsVertexShader,
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 2c284cb..2da993a 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -63,14 +63,6 @@ QT_BEGIN_NAMESPACE
QT_MODULE(OpenGL)
-static const char* const qglslSimpleVertexShader = "\
- attribute highp vec4 inputVertex;\
- uniform highp mat4 pmvMatrix;\
- void main(void)\
- {\
- gl_Position = pmvMatrix * inputVertex;\
- }";
-
static const char* const qglslMainVertexShader = "\
void setPosition();\
void main(void)\
@@ -90,24 +82,24 @@ static const char* const qglslMainWithTexCoordsVertexShader = "\
static const char* const qglslPositionOnlyVertexShader = "\
- attribute highp vec4 inputVertex;\
+ attribute highp vec4 vertexCoordsArray;\
uniform highp mat4 pmvMatrix;\
void setPosition(void)\
{\
- gl_Position = pmvMatrix * inputVertex;\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
}";
// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
static const char* const qglslPositionWithPatternBrushVertexShader = "\
- attribute highp vec4 inputVertex; \
+ attribute highp vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
uniform mediump vec2 invertedTextureSize; \
uniform mediump mat3 brushTransform; \
varying mediump vec2 patternTexCoords; \
void setPosition(void) { \
- gl_Position = pmvMatrix * inputVertex;\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
@@ -132,14 +124,14 @@ static const char* const qglslPatternBrushSrcFragmentShader = "\
// Linear Gradient Brush
static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
- attribute highp vec4 inputVertex; \
+ attribute highp vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
uniform highp vec3 linearData; \
uniform highp mat3 brushTransform; \
varying mediump float index ; \
void setPosition() { \
- gl_Position = pmvMatrix * inputVertex;\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
@@ -163,14 +155,14 @@ static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
// Conical Gradient Brush
static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
- attribute highp vec4 inputVertex;\
+ attribute highp vec4 vertexCoordsArray;\
uniform highp mat4 pmvMatrix;\
uniform mediump vec2 halfViewportSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 A; \
void setPosition(void)\
{\
- gl_Position = pmvMatrix * inputVertex;\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
@@ -200,7 +192,7 @@ static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
// Radial Gradient Brush
static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
- attribute highp vec4 inputVertex;\
+ attribute highp vec4 vertexCoordsArray;\
uniform highp mat4 pmvMatrix;\
uniform mediump vec2 halfViewportSize; \
uniform highp mat3 brushTransform; \
@@ -209,7 +201,7 @@ static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
varying highp vec2 A; \
void setPosition(void) \
{\
- gl_Position = pmvMatrix * inputVertex;\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
@@ -238,14 +230,14 @@ static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
// Texture Brush
static const char* const qglslPositionWithTextureBrushVertexShader = "\
- attribute highp vec4 inputVertex; \
+ attribute highp vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
uniform mediump vec2 invertedTextureSize; \
uniform mediump mat3 brushTransform; \
varying mediump vec2 brushTextureCoords; \
void setPosition(void) { \
- gl_Position = pmvMatrix * inputVertex;\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \