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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Qt Software Information (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 qt-sales@nokia.com.
** $QT_END_LICENSE$
**
****************************************************************************/
#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
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