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/****************************************************************************
**
** 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; \
}";
static const char* const qglslPositionOnlyVertexShader = "\
attribute highp vec4 vertexCoordsArray;\
uniform highp mat4 pmvMatrix;\
void setPosition(void)\
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
}";
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 vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
uniform highp vec2 invertedTextureSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 patternTexCoords; \
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
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; \
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 vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
uniform highp vec3 linearData; \
uniform highp mat3 brushTransform; \
varying mediump float index; \
void setPosition() { \
gl_Position = pmvMatrix * vertexCoordsArray;\
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* 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 vec4 vertexCoordsArray;\
uniform highp mat4 pmvMatrix;\
uniform mediump vec2 halfViewportSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 A; \
void setPosition(void)\
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
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* 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 vec4 vertexCoordsArray;\
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 setPosition(void) \
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
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 * 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 vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
uniform highp vec2 invertedTextureSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 brushTextureCoords; \
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
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; \
brushTextureCoords.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 brushTextureCoords; \
uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
return texture2D(brushTexture, fract(brushTextureCoords)); \
}";
#else
static const char* const qglslTextureBrushSrcFragmentShader = "\
varying highp vec2 brushTextureCoords; \
uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
return texture2D(brushTexture, brushTextureCoords); \
}";
#endif
static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
varying highp vec2 brushTextureCoords; \
uniform lowp vec4 patternColor; \
uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).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
|