/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** 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 Technology Preview License Agreement accompanying ** this package. ** ** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #ifndef QGL_ENGINE_SHADER_SOURCE_H #define QGL_ENGINE_SHADER_SOURCE_H #include "qglengineshadermanager_p.h" QT_BEGIN_HEADER QT_BEGIN_NAMESPACE QT_MODULE(OpenGL) static const char* const qglslMainVertexShader = "\ uniform highp float depth;\ void setPosition();\ void main(void)\ {\ setPosition();\ gl_Position.z = depth * gl_Position.w;\ }"; static const char* const qglslMainWithTexCoordsVertexShader = "\ attribute highp vec2 textureCoordArray; \ varying highp vec2 textureCoords; \ uniform highp float depth;\ void setPosition();\ void main(void) \ {\ setPosition();\ gl_Position.z = depth * gl_Position.w;\ textureCoords = textureCoordArray; \ }"; static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\ attribute highp vec2 textureCoordArray; \ attribute lowp float opacityArray; \ varying highp vec2 textureCoords; \ varying lowp float opacity; \ uniform highp float depth; \ void setPosition(); \ void main(void) \ { \ setPosition(); \ gl_Position.z = depth * gl_Position.w; \ textureCoords = textureCoordArray; \ opacity = opacityArray; \ }"; // NOTE: We let GL do the perspective correction so texture lookups in the fragment // shader are also perspective corrected. static const char* const qglslPositionOnlyVertexShader = "\ attribute highp vec2 vertexCoordsArray;\ uniform highp mat3 pmvMatrix;\ void setPosition(void)\ {\ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \ }"; static const char* const qglslUntransformedPositionVertexShader = "\ attribute highp vec4 vertexCoordsArray;\ void setPosition(void)\ {\ gl_Position = 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 vec2 vertexCoordsArray; \ uniform highp mat3 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform highp vec2 invertedTextureSize; \ uniform highp mat3 brushTransform; \ varying highp vec2 patternTexCoords; \ void setPosition(void) { \ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ gl_Position.xy = transformedPos.xy / transformedPos.z; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \ }"; static const char* const qglslAffinePositionWithPatternBrushVertexShader = qglslPositionWithPatternBrushVertexShader; static const char* const qglslPatternBrushSrcFragmentShader = "\ uniform lowp sampler2D brushTexture;\ uniform lowp vec4 patternColor; \ varying highp vec2 patternTexCoords;\ lowp vec4 srcPixel() { \ return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \ }\n"; // Linear Gradient Brush static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\ attribute highp vec2 vertexCoordsArray; \ uniform highp mat3 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform highp vec3 linearData; \ uniform highp mat3 brushTransform; \ varying mediump float index; \ void setPosition() { \ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ gl_Position.xy = transformedPos.xy / transformedPos.z; \ 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 = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \ }"; static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader = qglslPositionWithLinearGradientBrushVertexShader; static const char* const qglslLinearGradientBrushSrcFragmentShader = "\ uniform lowp sampler2D brushTexture; \ varying mediump float index; \ lowp vec4 srcPixel() { \ mediump vec2 val = vec2(index, 0.5); \ return texture2D(brushTexture, val); \ }\n"; // Conical Gradient Brush static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\ attribute highp vec2 vertexCoordsArray;\ uniform highp mat3 pmvMatrix;\ uniform mediump vec2 halfViewportSize; \ uniform highp mat3 brushTransform; \ varying highp vec2 A; \ void setPosition(void)\ {\ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ gl_Position.xy = transformedPos.xy / transformedPos.z; \ 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 = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ A = hTexCoords.xy * invertedHTexCoordsZ; \ }"; static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader = qglslPositionWithConicalGradientBrushVertexShader; static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ #define INVERSE_2PI 0.1591549430918953358 \n\ uniform lowp sampler2D brushTexture; \n\ uniform mediump float angle; \ varying highp vec2 A; \ lowp vec4 srcPixel() { \ highp float t; \ if (abs(A.y) == abs(A.x)) \ t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \ else \ t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \ return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \ }"; // Radial Gradient Brush static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\ attribute highp vec2 vertexCoordsArray;\ uniform highp mat3 pmvMatrix;\ uniform mediump vec2 halfViewportSize; \ uniform highp mat3 brushTransform; \ uniform highp vec2 fmp; \ varying highp float b; \ varying highp vec2 A; \ void setPosition(void) \ {\ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ gl_Position.xy = transformedPos.xy / transformedPos.z; \ 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 = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ A = hTexCoords.xy * invertedHTexCoordsZ; \ b = 2.0 * dot(A, fmp); \ }"; static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader = qglslPositionWithRadialGradientBrushVertexShader; static const char* const qglslRadialGradientBrushSrcFragmentShader = "\ uniform lowp sampler2D brushTexture; \ uniform highp float fmp2_m_radius2; \ uniform highp float inverse_2_fmp2_m_radius2; \ varying highp float b; \ varying highp vec2 A; \ lowp vec4 srcPixel() { \ 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); \ }"; // Texture Brush static const char* const qglslPositionWithTextureBrushVertexShader = "\ attribute highp vec2 vertexCoordsArray; \ uniform highp mat3 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform highp vec2 invertedTextureSize; \ uniform highp mat3 brushTransform; \ varying highp vec2 textureCoords; \ void setPosition(void) { \ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ gl_Position.xy = transformedPos.xy / transformedPos.z; \ 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 = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ }"; static const char* const qglslAffinePositionWithTextureBrushVertexShader = qglslPositionWithTextureBrushVertexShader; #if defined(QT_OPENGL_ES_2) // OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead, // 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 = "\ varying highp vec2 textureCoords; \ uniform lowp sampler2D brushTexture; \ lowp vec4 srcPixel() { \ return texture2D(brushTexture, fract(textureCoords)); \ }"; #else static const char* const qglslTextureBrushSrcFragmentShader = "\ varying highp vec2 textureCoords; \ uniform lowp sampler2D brushTexture; \ lowp vec4 srcPixel() { \ return texture2D(brushTexture, textureCoords); \ }"; #endif static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\ varying highp vec2 textureCoords; \ uniform lowp vec4 patternColor; \ uniform lowp sampler2D brushTexture; \ lowp vec4 srcPixel() { \ return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \ }"; // Solid Fill Brush static const char* const qglslSolidBrushSrcFragmentShader = "\ uniform lowp vec4 fragmentColor; \ lowp vec4 srcPixel() { \ return fragmentColor; \ }"; static const char* const qglslImageSrcFragmentShader = "\ varying highp vec2 textureCoords; \ uniform lowp sampler2D imageTexture; \ lowp vec4 srcPixel() { \ return texture2D(imageTexture, textureCoords); \ }"; static const char* const qglslCustomSrcFragmentShader = "\ varying highp vec2 textureCoords; \ uniform lowp sampler2D imageTexture; \ lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \ lowp vec4 srcPixel() { \ return customShader(imageTexture, textureCoords); \ }"; static const char* const qglslImageSrcWithPatternFragmentShader = "\ varying highp vec2 textureCoords; \ uniform lowp vec4 patternColor; \ uniform lowp sampler2D imageTexture; \ lowp vec4 srcPixel() { \ return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \ }\n"; static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\ varying highp vec2 textureCoords; \ uniform lowp sampler2D imageTexture; \ lowp vec4 srcPixel() { \ lowp vec4 sample = texture2D(imageTexture, textureCoords); \ sample.rgb = sample.rgb * sample.a; \ return sample; \ }"; static const char* const qglslShockingPinkSrcFragmentShader = "\ lowp vec4 srcPixel() { \ return vec4(0.98, 0.06, 0.75, 1.0); \ }"; static const char* const qglslMainFragmentShader_ImageArrays = "\ varying lowp float opacity; \ lowp vec4 srcPixel(); \ void main() { \ gl_FragColor = srcPixel() * opacity; \ }"; static const char* const qglslMainFragmentShader_CMO = "\ uniform lowp float globalOpacity; \ lowp vec4 srcPixel(); \ lowp vec4 applyMask(lowp vec4); \ lowp vec4 compose(lowp vec4); \ void main() { \ gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \ }"; static const char* const qglslMainFragmentShader_CM = "\ lowp vec4 srcPixel(); \ lowp vec4 applyMask(lowp vec4); \ lowp vec4 compose(lowp vec4); \ void main() { \ gl_FragColor = applyMask(compose(srcPixel())); \ }"; static const char* const qglslMainFragmentShader_MO = "\ uniform lowp float globalOpacity; \ lowp vec4 srcPixel(); \ lowp vec4 applyMask(lowp vec4); \ void main() { \ gl_FragColor = applyMask(srcPixel()*globalOpacity); \ }"; static const char* const qglslMainFragmentShader_M = "\ lowp vec4 srcPixel(); \ lowp vec4 applyMask(lowp vec4); \ void main() { \ gl_FragColor = applyMask(srcPixel()); \ }"; static const char* const qglslMainFragmentShader_CO = "\ uniform lowp float globalOpacity; \ lowp vec4 srcPixel(); \ lowp vec4 compose(lowp vec4); \ void main() { \ gl_FragColor = compose(srcPixel()*globalOpacity); \ }"; static const char* const qglslMainFragmentShader_C = "\ lowp vec4 srcPixel(); \ lowp vec4 compose(lowp vec4); \ void main() { \ gl_FragColor = compose(srcPixel()); \ }"; static const char* const qglslMainFragmentShader_O = "\ uniform lowp float globalOpacity; \ lowp vec4 srcPixel(); \ void main() { \ gl_FragColor = srcPixel()*globalOpacity; \ }"; static const char* const qglslMainFragmentShader = "\ lowp vec4 srcPixel(); \ void main() { \ gl_FragColor = srcPixel(); \ }"; static const char* const qglslMaskFragmentShader = "\ varying highp vec2 textureCoords;\ uniform lowp sampler2D maskTexture;\ lowp vec4 applyMask(lowp vec4 src) \ {\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \ return src * mask.a; \ }"; // For source over with subpixel antialiasing, the final color is calculated per component as follows // (.a is alpha component, .c is red, green or blue component): // alpha = src.a * mask.c * opacity // dest.c = dest.c * (1 - alpha) + src.c * alpha // // In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color // In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one // // If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color // For source composition with subpixel antialiasing, the final color is calculated per component as follows: // alpha = src.a * mask.c * opacity // dest.c = dest.c * (1 - mask.c) + src.c * alpha // static const char* const qglslRgbMaskFragmentShaderPass1 = "\ varying highp vec2 textureCoords;\ uniform lowp sampler2D maskTexture;\ lowp vec4 applyMask(lowp vec4 src) \ {\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \ return src.a * mask; \ }"; static const char* const qglslRgbMaskFragmentShaderPass2 = "\ varying highp vec2 textureCoords;\ uniform lowp sampler2D maskTexture;\ lowp vec4 applyMask(lowp vec4 src) \ {\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \ return src * mask; \ }"; /* Left to implement: RgbMaskFragmentShader, RgbMaskWithGammaFragmentShader, MultiplyCompositionModeFragmentShader, ScreenCompositionModeFragmentShader, OverlayCompositionModeFragmentShader, DarkenCompositionModeFragmentShader, LightenCompositionModeFragmentShader, ColorDodgeCompositionModeFragmentShader, ColorBurnCompositionModeFragmentShader, HardLightCompositionModeFragmentShader, SoftLightCompositionModeFragmentShader, DifferenceCompositionModeFragmentShader, ExclusionCompositionModeFragmentShader, */ QT_END_NAMESPACE QT_END_HEADER #endif // GLGC_SHADER_SOURCE_H