| /**************************************************************************** |
| ** |
| ** Copyright (C) 2016 The Qt Company Ltd. |
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| ** |
| ** This file is part of the QtGui module of the Qt Toolkit. |
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| ** $QT_BEGIN_LICENSE:LGPL$ |
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| ** GNU Lesser General Public License Usage |
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| ** General Public License version 3 as published by the Free Software |
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| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 2.0 or (at your option) the GNU General |
| ** Public license version 3 or any later version approved by the KDE Free |
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| ** $QT_END_LICENSE$ |
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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 |