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/****************************************************************************
**
** 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
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