summaryrefslogtreecommitdiffstats
path: root/src/opengl/gl2paintengineex/qglengineshadersource_p.h
blob: 0d30f9a844be4cd7ee25d6f68088ac3db0d36cc3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
/****************************************************************************
**
** Copyright (C) 2010 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 = "\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   lowp    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   lowp    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   lowp    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\
    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 = 2.0 * dot(A, fmp); \n\
    }\n";

static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
                 = qglslPositionWithRadialGradientBrushVertexShader;

static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\
    uniform   lowp    sampler2D brushTexture; \n\
    uniform   highp   float     fmp2_m_radius2; \n\
    uniform   highp   float     inverse_2_fmp2_m_radius2; \n\
    varying   highp   float     b; \n\
    varying   highp   vec2      A; \n\
    lowp vec4 srcPixel() \n\
    { \n\
        highp float c = -dot(A, A); \n\
        highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \n\
        return texture2D(brushTexture, val); \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 lowp    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   lowp    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   lowp    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   lowp    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   lowp    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   lowp    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   lowp    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   lowp    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   lowp    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   lowp    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