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//
// 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 QOPENGL_ENGINE_SHADER_SOURCE_H
#define QOPENGL_ENGINE_SHADER_SOURCE_H
#include <QtGui/private/qtguiglobal_p.h>
#include "qopenglengineshadermanager_p.h"
QT_BEGIN_NAMESPACE
static const char* const qopenglslMainVertexShader = "\n\
void setPosition(); \n\
void main(void) \n\
{ \n\
setPosition(); \n\
}\n";
static const char* const qopenglslMainWithTexCoordsVertexShader = "\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 qopenglslMainWithTexCoordsAndOpacityVertexShader = "\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 qopenglslPositionOnlyVertexShader = "\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 qopenglslComplexGeometryPositionOnlyVertexShader = "\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 qopenglslUntransformedPositionVertexShader = "\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 qopenglslPositionWithPatternBrushVertexShader = "\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 qopenglslAffinePositionWithPatternBrushVertexShader
= qopenglslPositionWithPatternBrushVertexShader;
static const char* const qopenglslPatternBrushSrcFragmentShader = "\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 qopenglslPositionWithLinearGradientBrushVertexShader = "\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 qopenglslAffinePositionWithLinearGradientBrushVertexShader
= qopenglslPositionWithLinearGradientBrushVertexShader;
static const char* const qopenglslLinearGradientBrushSrcFragmentShader = "\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 qopenglslPositionWithConicalGradientBrushVertexShader = "\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 qopenglslAffinePositionWithConicalGradientBrushVertexShader
= qopenglslPositionWithConicalGradientBrushVertexShader;
static const char* const qopenglslConicalGradientBrushSrcFragmentShader = "\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 qopenglslPositionWithRadialGradientBrushVertexShader = "\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 mediump 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 qopenglslAffinePositionWithRadialGradientBrushVertexShader
= qopenglslPositionWithRadialGradientBrushVertexShader;
static const char* const qopenglslRadialGradientBrushSrcFragmentShader = "\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 mediump 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 qopenglslPositionWithTextureBrushVertexShader = "\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 qopenglslAffinePositionWithTextureBrushVertexShader
= qopenglslPositionWithTextureBrushVertexShader;
static const char* const qopenglslTextureBrushSrcFragmentShader = "\n\
varying highp vec2 brushTextureCoords; \n\
uniform sampler2D brushTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
return texture2D(brushTexture, brushTextureCoords); \n\
}\n";
static const char* const qopenglslTextureBrushSrcWithPatternFragmentShader = "\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 qopenglslSolidBrushSrcFragmentShader = "\n\
uniform lowp vec4 fragmentColor; \n\
lowp vec4 srcPixel() \n\
{ \n\
return fragmentColor; \n\
}\n";
static const char* const qopenglslImageSrcFragmentShader = "\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 qopenglslCustomSrcFragmentShader = "\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 qopenglslImageSrcWithPatternFragmentShader = "\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 qopenglslNonPremultipliedImageSrcFragmentShader = "\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 qopenglslGrayscaleImageSrcFragmentShader = "\n\
varying highp vec2 textureCoords; \n\
uniform sampler2D imageTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
return texture2D(imageTexture, textureCoords).rrra; \n\
}\n";
static const char* const qopenglslAlphaImageSrcFragmentShader = "\n\
varying highp vec2 textureCoords; \n\
uniform sampler2D imageTexture; \n\
lowp vec4 srcPixel() \n\
{ \n\
return vec4(0, 0, 0, texture2D(imageTexture, textureCoords).r); \n\
}\n";
static const char* const qopenglslShockingPinkSrcFragmentShader = "\n\
lowp vec4 srcPixel() \n\
{ \n\
return vec4(0.98, 0.06, 0.75, 1.0); \n\
}\n";
static const char* const qopenglslMainFragmentShader_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 qopenglslMainFragmentShader_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 qopenglslMainFragmentShader_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 qopenglslMainFragmentShader_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 qopenglslMainFragmentShader = "\n\
lowp vec4 srcPixel(); \n\
void main() \n\
{ \n\
gl_FragColor = srcPixel(); \n\
}\n";
static const char* const qopenglslMaskFragmentShader = "\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 qopenglslRgbMaskFragmentShaderPass1 = "\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 qopenglslRgbMaskFragmentShaderPass2 = "\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";
static const char* const qopenglslMultiplyCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_multiply) out;\n\
#endif\n";
static const char* const qopenglslScreenCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_screen) out;\n\
#endif\n";
static const char* const qopenglslOverlayCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_overlay) out;\n\
#endif\n";
static const char* const qopenglslDarkenCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_darken) out;\n\
#endif\n";
static const char* const qopenglslLightenCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_lighten) out;\n\
#endif\n";
static const char* const qopenglslColorDodgeCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_colordodge) out;\n\
#endif\n";
static const char* const qopenglslColorBurnCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_colorburn) out;\n\
#endif\n";
static const char* const qopenglslHardLightCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_hardlight) out;\n\
#endif\n";
static const char* const qopenglslSoftLightCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_softlight) out;\n\
#endif\n";
static const char* const qopenglslDifferenceCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_difference) out;\n\
#endif\n";
static const char* const qopenglslExclusionCompositionModeFragmentShader = "\n\
#ifdef GL_KHR_blend_equation_advanced\n\
layout(blend_support_exclusion) out;\n\
#endif\n";
/*
Left to implement:
RgbMaskFragmentShader,
RgbMaskWithGammaFragmentShader,
*/
/*
OpenGL 3.2+ Core Profile shaders
The following shader snippets are copies of the snippets above
but use the modern GLSL 1.5 keywords. New shaders should make
a snippet for both profiles and add them appropriately in the
shader manager.
*/
static const char* const qopenglslMainVertexShader_core =
"#version 150 core\n\
void setPosition(); \n\
void main(void) \n\
{ \n\
setPosition(); \n\
}\n";
static const char* const qopenglslMainWithTexCoordsVertexShader_core =
"#version 150 core\n\
in vec2 textureCoordArray; \n\
out vec2 textureCoords; \n\
void setPosition(); \n\
void main(void) \n\
{ \n\
setPosition(); \n\
textureCoords = textureCoordArray; \n\
}\n";
static const char* const qopenglslMainWithTexCoordsAndOpacityVertexShader_core =
"#version 150 core\n\
in vec2 textureCoordArray; \n\
in float opacityArray; \n\
out vec2 textureCoords; \n\
out 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 qopenglslPositionOnlyVertexShader_core = "\n\
in vec2 vertexCoordsArray; \n\
in vec3 pmvMatrix1; \n\
in vec3 pmvMatrix2; \n\
in vec3 pmvMatrix3; \n\
void setPosition(void) \n\
{ \n\
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 qopenglslComplexGeometryPositionOnlyVertexShader_core = "\n\
in vec2 vertexCoordsArray; \n\
uniform mat3 matrix; \n\
void setPosition(void) \n\
{ \n\
gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\
} \n";
static const char* const qopenglslUntransformedPositionVertexShader_core = "\n\
in 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 qopenglslPositionWithPatternBrushVertexShader_core = "\n\
in vec2 vertexCoordsArray; \n\
in vec3 pmvMatrix1; \n\
in vec3 pmvMatrix2; \n\
in vec3 pmvMatrix3; \n\
out vec2 patternTexCoords; \n\
uniform vec2 halfViewportSize; \n\
uniform vec2 invertedTextureSize; \n\
uniform mat3 brushTransform; \n\
void setPosition(void) \n\
{ \n\
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\
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 qopenglslAffinePositionWithPatternBrushVertexShader_core
= qopenglslPositionWithPatternBrushVertexShader_core;
static const char* const qopenglslPatternBrushSrcFragmentShader_core = "\n\
in vec2 patternTexCoords;\n\
uniform sampler2D brushTexture; \n\
uniform vec4 patternColor; \n\
vec4 srcPixel() \n\
{ \n\
return patternColor * (1.0 - texture(brushTexture, patternTexCoords).r); \n\
}\n";
// Linear Gradient Brush
static const char* const qopenglslPositionWithLinearGradientBrushVertexShader_core = "\n\
in vec2 vertexCoordsArray; \n\
in vec3 pmvMatrix1; \n\
in vec3 pmvMatrix2; \n\
in vec3 pmvMatrix3; \n\
out float index; \n\
uniform vec2 halfViewportSize; \n\
uniform vec3 linearData; \n\
uniform mat3 brushTransform; \n\
void setPosition() \n\
{ \n\
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
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 qopenglslAffinePositionWithLinearGradientBrushVertexShader_core
= qopenglslPositionWithLinearGradientBrushVertexShader_core;
static const char* const qopenglslLinearGradientBrushSrcFragmentShader_core = "\n\
uniform sampler2D brushTexture; \n\
in float index; \n\
vec4 srcPixel() \n\
{ \n\
vec2 val = vec2(index, 0.5); \n\
return texture(brushTexture, val); \n\
}\n";
// Conical Gradient Brush
static const char* const qopenglslPositionWithConicalGradientBrushVertexShader_core = "\n\
in vec2 vertexCoordsArray; \n\
in vec3 pmvMatrix1; \n\
in vec3 pmvMatrix2; \n\
in vec3 pmvMatrix3; \n\
out vec2 A; \n\
uniform vec2 halfViewportSize; \n\
uniform mat3 brushTransform; \n\
void setPosition(void) \n\
{ \n\
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
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 qopenglslAffinePositionWithConicalGradientBrushVertexShader_core
= qopenglslPositionWithConicalGradientBrushVertexShader_core;
static const char* const qopenglslConicalGradientBrushSrcFragmentShader_core = "\n\
#define INVERSE_2PI 0.1591549430918953358 \n\
in vec2 A; \n\
uniform sampler2D brushTexture; \n\
uniform float angle; \n\
vec4 srcPixel() \n\
{ \n\
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 texture(brushTexture, vec2(t - floor(t), 0.5)); \n\
}\n";
// Radial Gradient Brush
static const char* const qopenglslPositionWithRadialGradientBrushVertexShader_core = "\n\
in vec2 vertexCoordsArray;\n\
in vec3 pmvMatrix1; \n\
in vec3 pmvMatrix2; \n\
in vec3 pmvMatrix3; \n\
out float b; \n\
out vec2 A; \n\
uniform vec2 halfViewportSize; \n\
uniform mat3 brushTransform; \n\
uniform vec2 fmp; \n\
uniform vec3 bradius; \n\
void setPosition(void) \n\
{\n\
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
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 qopenglslAffinePositionWithRadialGradientBrushVertexShader_core
= qopenglslPositionWithRadialGradientBrushVertexShader_core;
static const char* const qopenglslRadialGradientBrushSrcFragmentShader_core = "\n\
in float b; \n\
in vec2 A; \n\
uniform sampler2D brushTexture; \n\
uniform float fmp2_m_radius2; \n\
uniform float inverse_2_fmp2_m_radius2; \n\
uniform float sqrfr; \n\
uniform vec3 bradius; \n\
\n\
vec4 srcPixel() \n\
{ \n\
float c = sqrfr-dot(A, A); \n\
float det = b*b - 4.0*fmp2_m_radius2*c; \n\
vec4 result = vec4(0.0); \n\
if (det >= 0.0) { \n\
float detSqrt = sqrt(det); \n\
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 = texture(brushTexture, vec2(w, 0.5)); \n\
} \n\
return result; \n\
}\n";
// Texture Brush
static const char* const qopenglslPositionWithTextureBrushVertexShader_core = "\n\
in vec2 vertexCoordsArray; \n\
in vec3 pmvMatrix1; \n\
in vec3 pmvMatrix2; \n\
in vec3 pmvMatrix3; \n\
out vec2 brushTextureCoords; \n\
uniform vec2 halfViewportSize; \n\
uniform vec2 invertedTextureSize; \n\
uniform mat3 brushTransform; \n\
\n\
void setPosition(void) \n\
{ \n\
mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
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 qopenglslAffinePositionWithTextureBrushVertexShader_core
= qopenglslPositionWithTextureBrushVertexShader_core;
static const char* const qopenglslTextureBrushSrcFragmentShader_core = "\n\
in vec2 brushTextureCoords; \n\
uniform sampler2D brushTexture; \n\
vec4 srcPixel() \n\
{ \n\
return texture(brushTexture, brushTextureCoords); \n\
}\n";
static const char* const qopenglslTextureBrushSrcWithPatternFragmentShader_core = "\n\
in vec2 brushTextureCoords; \n\
uniform vec4 patternColor; \n\
uniform sampler2D brushTexture; \n\
vec4 srcPixel() \n\
{ \n\
return patternColor * (1.0 - texture(brushTexture, brushTextureCoords).r); \n\
}\n";
// Solid Fill Brush
static const char* const qopenglslSolidBrushSrcFragmentShader_core = "\n\
uniform vec4 fragmentColor; \n\
vec4 srcPixel() \n\
{ \n\
return fragmentColor; \n\
}\n";
static const char* const qopenglslImageSrcFragmentShader_core = "\n\
in vec2 textureCoords; \n\
uniform sampler2D imageTexture; \n\
vec4 srcPixel() \n\
{ \n\
return texture(imageTexture, textureCoords); \n\
}\n";
static const char* const qopenglslCustomSrcFragmentShader_core = "\n\
in vec2 textureCoords; \n\
uniform sampler2D imageTexture; \n\
vec4 srcPixel() \n\
{ \n\
return customShader(imageTexture, textureCoords); \n\
}\n";
static const char* const qopenglslImageSrcWithPatternFragmentShader_core = "\n\
in vec2 textureCoords; \n\
uniform vec4 patternColor; \n\
uniform sampler2D imageTexture; \n\
vec4 srcPixel() \n\
{ \n\
return patternColor * (1.0 - texture(imageTexture, textureCoords).r); \n\
}\n";
static const char* const qopenglslNonPremultipliedImageSrcFragmentShader_core = "\n\
in vec2 textureCoords; \n\
uniform sampler2D imageTexture; \n\
vec4 srcPixel() \n\
{ \n\
vec4 sample = texture(imageTexture, textureCoords); \n\
sample.rgb = sample.rgb * sample.a; \n\
return sample; \n\
}\n";
static const char* const qopenglslGrayscaleImageSrcFragmentShader_core = "\n\
in vec2 textureCoords; \n\
uniform sampler2D imageTexture; \n\
vec4 srcPixel() \n\
{ \n\
return texture(imageTexture, textureCoords).rrra; \n\
}\n";
static const char* const qopenglslAlphaImageSrcFragmentShader_core = "\n\
in vec2 textureCoords; \n\
uniform sampler2D imageTexture; \n\
vec4 srcPixel() \n\
{ \n\
return vec4(0, 0, 0, texture(imageTexture, textureCoords).r); \n\
}\n";
static const char* const qopenglslShockingPinkSrcFragmentShader_core = "\n\
vec4 srcPixel() \n\
{ \n\
return vec4(0.98, 0.06, 0.75, 1.0); \n\
}\n";
static const char* const qopenglslMainFragmentShader_ImageArrays_core =
"#version 150 core\n\
in float opacity; \n\
out vec4 fragColor; \n\
vec4 srcPixel(); \n\
void main() \n\
{ \n\
fragColor = srcPixel() * opacity; \n\
}\n";
static const char* const qopenglslMainFragmentShader_MO_core =
"#version 150 core\n\
out vec4 fragColor; \n\
uniform float globalOpacity; \n\
vec4 srcPixel(); \n\
vec4 applyMask(vec4); \n\
void main() \n\
{ \n\
fragColor = applyMask(srcPixel()*globalOpacity); \n\
}\n";
static const char* const qopenglslMainFragmentShader_M_core =
"#version 150 core\n\
out vec4 fragColor; \n\
vec4 srcPixel(); \n\
vec4 applyMask(vec4); \n\
void main() \n\
{ \n\
fragColor = applyMask(srcPixel()); \n\
}\n";
static const char* const qopenglslMainFragmentShader_O_core =
"#version 150 core\n\
out vec4 fragColor; \n\
uniform float globalOpacity; \n\
vec4 srcPixel(); \n\
void main() \n\
{ \n\
fragColor = srcPixel()*globalOpacity; \n\
}\n";
static const char* const qopenglslMainFragmentShader_core =
"#version 150 core\n\
out vec4 fragColor; \n\
vec4 srcPixel(); \n\
void main() \n\
{ \n\
fragColor = srcPixel(); \n\
}\n";
static const char* const qopenglslMaskFragmentShader_core = "\n\
in vec2 textureCoords;\n\
uniform sampler2D maskTexture;\n\
vec4 applyMask(vec4 src) \n\
{\n\
vec4 mask = texture(maskTexture, textureCoords); \n\
return src * mask.r; \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 qopenglslRgbMaskFragmentShaderPass1_core = "\n\
in vec2 textureCoords;\n\
uniform sampler2D maskTexture;\n\
vec4 applyMask(vec4 src) \n\
{ \n\
vec4 mask = texture(maskTexture, textureCoords); \n\
return src.a * mask; \n\
}\n";
static const char* const qopenglslRgbMaskFragmentShaderPass2_core = "\n\
in vec2 textureCoords;\n\
uniform sampler2D maskTexture;\n\
vec4 applyMask(vec4 src) \n\
{ \n\
vec4 mask = texture(maskTexture, textureCoords); \n\
return src * mask; \n\
}\n";
/*
Left to implement:
RgbMaskFragmentShader_core,
RgbMaskWithGammaFragmentShader_core,
*/
QT_END_NAMESPACE
#endif // GLGC_SHADER_SOURCE_H