/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtOpenGL module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the either Technology Preview License Agreement or the ** Beta Release License Agreement. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain ** additional rights. These rights are described in the Nokia Qt LGPL ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this ** package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** If you are unsure which license is appropriate for your use, please ** contact the sales department at http://www.qtsoftware.com/contact. ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef GLGC_SHADER_SOURCE_H #define GLGC_SHADER_SOURCE_H QT_BEGIN_HEADER QT_BEGIN_NAMESPACE QT_MODULE(OpenGL) static const char* qglslImageVertexShader = "\ attribute highp vec4 inputVertex; \ attribute lowp vec2 textureCoord; \ uniform highp mat4 pmvMatrix; \ varying lowp vec2 fragTextureCoord; \ void main(void) \ {\ gl_Position = pmvMatrix * inputVertex;\ fragTextureCoord = textureCoord; \ }"; static const char* qglslImageFragmentShader = "\ varying lowp vec2 fragTextureCoord;\ uniform sampler2D textureSampler;\ uniform lowp float opacity; \ void main(void) \ {\ gl_FragColor = texture2D(textureSampler, fragTextureCoord) * opacity; \ }"; static const char* qglslTextFragmentShader = "\ varying lowp vec2 fragTextureCoord;\ uniform mediump vec4 fragmentColor;\ uniform sampler2D textureSampler;\ void main(void) \ {\ highp vec4 tex = texture2D(textureSampler, fragTextureCoord); \ tex = fragmentColor * tex.r; \ gl_FragColor = tex; \ }"; static const char* qglslDefaultVertexShader = "\ attribute highp vec4 inputVertex;\ uniform highp mat4 pmvMatrix;\ void main(void)\ {\ gl_Position = pmvMatrix * inputVertex;\ }"; static const char* qglslSimpleFragmentShader = "\ void main (void)\ {\ gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\ }"; /**** FRAGMENT SHADER MAIN FUNCTIONS ****/ // NOTE: Currently, the engine assumes brushes return colors already in pre-multiplied // format. However, this may change if we add support for non-premultiplied static const char* qglslNoOpacityFragmentShaderMain = "\n\ mediump vec4 brush();\ void main (void)\ {\ gl_FragColor = brush();\ }\n"; static const char* qglslFragmentShaderMain = "\n\ mediump vec4 brush();\ uniform lowp float opacity; \ void main (void)\ {\ gl_FragColor = brush() * opacity;\ }\n"; /**** BRUSH SHADERS ****/ // This should never actually be used static const char* qglslNoBrushFragmentShader = "\n\ mediump vec4 brush() { \ discard; \ return vec4(1.0, 0.8, 0.8, 1.0);\ }\n"; // Solid Fill Brush static const char* qglslSolidBrushFragmentShader = "\n\ uniform mediump vec4 fragmentColor; \ mediump vec4 brush() { \ return fragmentColor;\ }\n"; // Texture Brush static const char* qglslTextureBrushVertexShader = "\ attribute highp vec4 inputVertex; \ uniform highp mat4 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform mediump vec2 invertedTextureSize; \ uniform mediump mat3 brushTransform; \ varying mediump vec2 texCoords; \ void main(void) { \ gl_Position = pmvMatrix * inputVertex;\ 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); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ gl_Position.w = invertedHTexCoordsZ; \ texCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ texCoords.y = -texCoords.y; \ }"; static const char* qglslTextureBrushFragmentShader = "\n\ varying mediump vec2 texCoords;\ uniform sampler2D brushTexture;\ mediump vec4 brush() { \ return texture2D(brushTexture, texCoords); \ }\n"; // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 static const char* qglslPatternBrushVertexShader = "\ attribute highp vec4 inputVertex; \ uniform highp mat4 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform mediump vec2 invertedTextureSize; \ uniform mediump mat3 brushTransform; \ varying mediump vec2 texCoords; \ void main(void) { \ gl_Position = pmvMatrix * inputVertex;\ 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); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ gl_Position.w = invertedHTexCoordsZ; \ texCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \ texCoords.y = -texCoords.y; \ }"; static const char* qglslPatternBrushFragmentShader = "\n\ uniform sampler2D brushTexture;\ uniform lowp vec4 patternColor; \ varying mediump vec2 texCoords;\ mediump vec4 brush() { \ return patternColor * texture2D(brushTexture, texCoords).r; \ }\n"; // Linear Gradient Brush static const char* qglslLinearGradientBrushVertexShader = "\ attribute highp vec4 inputVertex; \ uniform highp mat4 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform highp vec3 linearData; \ uniform mediump mat3 brushTransform; \ varying mediump float index ; \ void main() { \ gl_Position = pmvMatrix * inputVertex;\ 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); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ gl_Position.w = invertedHTexCoordsZ; \ index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \ }"; static const char* qglslLinearGradientBrushFragmentShader = "\n\ uniform sampler2D brushTexture; \ varying mediump float index; \ mediump vec4 brush() { \ mediump vec2 val = vec2(index, 0.5); \ return texture2D(brushTexture, val); \ }\n"; static const char* qglslRadialGradientBrushVertexShader = "\ attribute highp vec4 inputVertex;\ uniform highp mat4 pmvMatrix;\ uniform mediump vec2 halfViewportSize; \ uniform highp mat3 brushTransform; \ uniform highp vec2 fmp; \ varying highp float b; \ varying highp vec2 A; \ void main(void) \ {\ gl_Position = pmvMatrix * inputVertex;\ 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); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ gl_Position.w = invertedHTexCoordsZ; \ A = hTexCoords.xy * invertedHTexCoordsZ; \ b = 2.0 * fmp * (A.x + A.y); \ \ }"; static const char* qglslRadialGradientBrushFragmentShader = "\n\ uniform sampler2D brushTexture; \ uniform highp float fmp2_m_radius2; \ uniform highp float inverse_2_fmp2_m_radius2; \ varying highp float b; \ varying highp vec2 A; \ \ mediump vec4 brush() { \ highp float c = -dot(A, A); \ highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \ return texture2D(brushTexture, val); \ }\n"; static const char* qglslConicalGradientBrushVertexShader = "\ attribute highp vec4 inputVertex;\ uniform highp mat4 pmvMatrix;\ uniform mediump vec2 halfViewportSize; \ uniform highp mat3 brushTransform; \ varying highp vec2 A; \ void main(void)\ {\ gl_Position = pmvMatrix * inputVertex;\ 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); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ gl_Position.w = invertedHTexCoordsZ; \ A = hTexCoords.xy * invertedHTexCoordsZ; \ }"; static const char* qglslConicalGradientBrushFragmentShader = "\n\ #define INVERSE_2PI 0.1591549430918953358 \n\ uniform sampler2D brushTexture; \ uniform mediump float angle; \ varying highp vec2 A; \ mediump vec4 brush() { \ if (abs(A.y) == abs(A.x)) \ A.y += 0.002; \ highp float t = (atan2(-A.y, A.x) + angle) * INVERSE_2PI; \ return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \ }\n"; QT_END_NAMESPACE QT_END_HEADER #endif // GLGC_SHADER_SOURCE_H