/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtOpenGL module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** 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, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, 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. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // // 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 = "\n\ void setPosition(); \n\ void main(void) \n\ { \n\ setPosition(); \n\ }\n"; static const char* const qglslMainWithTexCoordsVertexShader = "\n\ attribute highp vec2 textureCoordArray; \n\ varying highp vec2 textureCoords; \n\ void setPosition(); \n\ void main(void) \n\ { \n\ setPosition(); \n\ textureCoords = textureCoordArray; \n\ }\n"; static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\n\ attribute highp vec2 textureCoordArray; \n\ attribute lowp float opacityArray; \n\ varying highp vec2 textureCoords; \n\ varying lowp float opacity; \n\ void setPosition(); \n\ void main(void) \n\ { \n\ setPosition(); \n\ textureCoords = textureCoordArray; \n\ opacity = opacityArray; \n\ }\n"; // NOTE: We let GL do the perspective correction so texture lookups in the fragment // shader are also perspective corrected. static const char* const qglslPositionOnlyVertexShader = "\n\ attribute highp vec2 vertexCoordsArray; \n\ attribute highp vec3 pmvMatrix1; \n\ attribute highp vec3 pmvMatrix2; \n\ attribute highp vec3 pmvMatrix3; \n\ void setPosition(void) \n\ { \n\ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \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\ { \n\ gl_Position = vertexCoordsArray; \n\ }\n"; // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 static const char* const qglslPositionWithPatternBrushVertexShader = "\n\ attribute highp vec2 vertexCoordsArray; \n\ attribute highp vec3 pmvMatrix1; \n\ attribute highp vec3 pmvMatrix2; \n\ attribute highp vec3 pmvMatrix3; \n\ uniform mediump vec2 halfViewportSize; \n\ uniform highp vec2 invertedTextureSize; \n\ uniform highp mat3 brushTransform; \n\ varying highp vec2 patternTexCoords; \n\ void setPosition(void) \n\ { \n\ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \n\ }\n"; static const char* const qglslAffinePositionWithPatternBrushVertexShader = qglslPositionWithPatternBrushVertexShader; static const char* const qglslPatternBrushSrcFragmentShader = "\n\ uniform sampler2D brushTexture; \n\ uniform lowp vec4 patternColor; \n\ varying highp vec2 patternTexCoords;\n\ lowp vec4 srcPixel() \n\ { \n\ return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \n\ }\n"; // Linear Gradient Brush static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\n\ attribute highp vec2 vertexCoordsArray; \n\ attribute highp vec3 pmvMatrix1; \n\ attribute highp vec3 pmvMatrix2; \n\ attribute highp vec3 pmvMatrix3; \n\ uniform mediump vec2 halfViewportSize; \n\ uniform highp vec3 linearData; \n\ uniform highp mat3 brushTransform; \n\ varying mediump float index; \n\ void setPosition() \n\ { \n\ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \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\ index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \n\ }\n"; static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader = qglslPositionWithLinearGradientBrushVertexShader; static const char* const qglslLinearGradientBrushSrcFragmentShader = "\n\ uniform sampler2D brushTexture; \n\ varying mediump float index; \n\ lowp vec4 srcPixel() \n\ { \n\ mediump vec2 val = vec2(index, 0.5); \n\ return texture2D(brushTexture, val); \n\ }\n"; // Conical Gradient Brush static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\n\ attribute highp vec2 vertexCoordsArray; \n\ attribute highp vec3 pmvMatrix1; \n\ attribute highp vec3 pmvMatrix2; \n\ attribute highp vec3 pmvMatrix3; \n\ uniform mediump vec2 halfViewportSize; \n\ uniform highp mat3 brushTransform; \n\ varying highp vec2 A; \n\ void setPosition(void) \n\ { \n\ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \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\ A = hTexCoords.xy * invertedHTexCoordsZ; \n\ }\n"; static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader = qglslPositionWithConicalGradientBrushVertexShader; static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ #define INVERSE_2PI 0.1591549430918953358 \n\ uniform sampler2D brushTexture; \n\ uniform mediump float angle; \n\ varying highp vec2 A; \n\ lowp vec4 srcPixel() \n\ { \n\ highp float t; \n\ if (abs(A.y) == abs(A.x)) \n\ t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \n\ else \n\ t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \n\ return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \n\ }\n"; // Radial Gradient Brush static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\n\ attribute highp vec2 vertexCoordsArray;\n\ attribute highp vec3 pmvMatrix1; \n\ attribute highp vec3 pmvMatrix2; \n\ attribute highp vec3 pmvMatrix3; \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\ {\n\ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \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\ A = hTexCoords.xy * invertedHTexCoordsZ; \n\ b = bradius.x + 2.0 * dot(A, fmp); \n\ }\n"; static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader = qglslPositionWithRadialGradientBrushVertexShader; static const char* const qglslRadialGradientBrushSrcFragmentShader = "\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 = 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"; // Texture Brush static const char* const qglslPositionWithTextureBrushVertexShader = "\n\ attribute highp vec2 vertexCoordsArray; \n\ attribute highp vec3 pmvMatrix1; \n\ attribute highp vec3 pmvMatrix2; \n\ attribute highp vec3 pmvMatrix3; \n\ uniform mediump vec2 halfViewportSize; \n\ uniform highp vec2 invertedTextureSize; \n\ uniform highp mat3 brushTransform; \n\ varying highp vec2 brushTextureCoords; \n\ void setPosition(void) \n\ { \n\ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \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\ brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\ }\n"; 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 = "\n\ varying highp vec2 brushTextureCoords; \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 sampler2D brushTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return texture2D(brushTexture, brushTextureCoords); \n\ }\n"; #endif static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\ varying highp vec2 brushTextureCoords; \n\ uniform lowp vec4 patternColor; \n\ uniform sampler2D brushTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\ }\n"; // Solid Fill Brush static const char* const qglslSolidBrushSrcFragmentShader = "\n\ uniform lowp vec4 fragmentColor; \n\ lowp vec4 srcPixel() \n\ { \n\ return fragmentColor; \n\ }\n"; static const char* const qglslImageSrcFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n" "return texture2D(imageTexture, textureCoords); \n" "}\n"; static const char* const qglslCustomSrcFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return customShader(imageTexture, textureCoords); \n\ }\n"; static const char* const qglslImageSrcWithPatternFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ uniform lowp vec4 patternColor; \n\ uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\ }\n"; static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\n\ varying highp vec2 textureCoords; \n\ uniform sampler2D imageTexture; \n\ lowp vec4 srcPixel() \n\ { \n\ lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\ sample.rgb = sample.rgb * sample.a; \n\ return sample; \n\ }\n"; static const char* const qglslShockingPinkSrcFragmentShader = "\n\ lowp vec4 srcPixel() \n\ { \n\ return vec4(0.98, 0.06, 0.75, 1.0); \n\ }\n"; static const char* const qglslMainFragmentShader_ImageArrays = "\n\ varying lowp float opacity; \n\ lowp vec4 srcPixel(); \n\ void main() \n\ { \n\ gl_FragColor = srcPixel() * opacity; \n\ }\n"; static const char* const qglslMainFragmentShader_CMO = "\n\ uniform lowp float globalOpacity; \n\ lowp vec4 srcPixel(); \n\ lowp vec4 applyMask(lowp vec4); \n\ lowp vec4 compose(lowp vec4); \n\ void main() \n\ { \n\ gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \n\ }\n"; static const char* const qglslMainFragmentShader_CM = "\n\ lowp vec4 srcPixel(); \n\ lowp vec4 applyMask(lowp vec4); \n\ lowp vec4 compose(lowp vec4); \n\ void main() \n\ { \n\ gl_FragColor = applyMask(compose(srcPixel())); \n\ }\n"; static const char* const qglslMainFragmentShader_MO = "\n\ uniform lowp float globalOpacity; \n\ lowp vec4 srcPixel(); \n\ lowp vec4 applyMask(lowp vec4); \n\ void main() \n\ { \n\ gl_FragColor = applyMask(srcPixel()*globalOpacity); \n\ }\n"; static const char* const qglslMainFragmentShader_M = "\n\ lowp vec4 srcPixel(); \n\ lowp vec4 applyMask(lowp vec4); \n\ void main() \n\ { \n\ gl_FragColor = applyMask(srcPixel()); \n\ }\n"; static const char* const qglslMainFragmentShader_CO = "\n\ uniform lowp float globalOpacity; \n\ lowp vec4 srcPixel(); \n\ lowp vec4 compose(lowp vec4); \n\ void main() \n\ { \n\ gl_FragColor = compose(srcPixel()*globalOpacity); \n\ }\n"; static const char* const qglslMainFragmentShader_C = "\n\ lowp vec4 srcPixel(); \n\ lowp vec4 compose(lowp vec4); \n\ void main() \n\ { \n\ gl_FragColor = compose(srcPixel()); \n\ }\n"; static const char* const qglslMainFragmentShader_O = "\n\ uniform lowp float globalOpacity; \n\ lowp vec4 srcPixel(); \n\ void main() \n\ { \n\ gl_FragColor = srcPixel()*globalOpacity; \n\ }\n"; static const char* const qglslMainFragmentShader = "\n\ lowp vec4 srcPixel(); \n\ void main() \n\ { \n\ gl_FragColor = srcPixel(); \n\ }\n"; static const char* const qglslMaskFragmentShader = "\n\ varying highp vec2 textureCoords;\n\ uniform sampler2D maskTexture;\n\ lowp vec4 applyMask(lowp vec4 src) \n\ {\n\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ return src * mask.a; \n\ }\n"; // 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 = "\n\ varying highp vec2 textureCoords;\n\ uniform sampler2D maskTexture;\n\ lowp vec4 applyMask(lowp vec4 src) \n\ { \n\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ return src.a * mask; \n\ }\n"; static const char* const qglslRgbMaskFragmentShaderPass2 = "\n\ varying highp vec2 textureCoords;\n\ uniform sampler2D maskTexture;\n\ lowp vec4 applyMask(lowp vec4 src) \n\ { \n\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ return src * mask; \n\ }\n"; /* 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