| /**************************************************************************** |
| ** |
| ** Copyright (C) 2014 NVIDIA Corporation. |
| ** Copyright (C) 2019 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of Qt 3D Studio. |
| ** |
| ** $QT_BEGIN_LICENSE:GPL$ |
| ** Commercial License Usage |
| ** Licensees holding valid commercial Qt licenses may use this file in |
| ** accordance with the commercial license agreement provided with the |
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| ** information use the contact form at https://www.qt.io/contact-us. |
| ** |
| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 3 or (at your option) any later version |
| ** approved by the KDE Free Qt Foundation. The licenses are as published by |
| ** the Free Software Foundation and appearing in the file LICENSE.GPL3 |
| ** included in the packaging of this file. Please review the following |
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| ** be met: https://www.gnu.org/licenses/gpl-3.0.html. |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #ifndef EFFECT_GLSLLIB |
| #define EFFECT_GLSLLIB 1 |
| |
| //Defines used in the effect files. |
| |
| vec4 GetTextureValue( sampler2D sampler, vec2 inUVCoords, float inTextureAlphaInfo ) |
| { |
| vec4 c = texture2D(sampler, inUVCoords); |
| c.rgb = mix( c.rgb*c.a, c.rgb, inTextureAlphaInfo ); |
| return c; |
| } |
| |
| vec4 GetTextureValuePreMult( sampler2D sampler, vec2 inUVCoords ) |
| { |
| return texture2D(sampler, inUVCoords); |
| } |
| |
| #define SNAPPER_TITLE( title ) |
| |
| #define SNAPPER_PARAMETER(propName, datatype, rangeMin, rangeMax, propNiceName, defaultValue) datatype propName |
| |
| #define SNAPPER_ANGLE( propName, propNiceName, defaultValueAsFloat ) uniform float propName; |
| #define SNAPPER_CHECKBOX(propName, propNiceName, defaultValue) uniform float propName; |
| |
| #define SNAPPER_ENUM_BEGIN(propName, propNiceName, defaultValueAsIndex) uniform int propName; |
| #define SNAPPER_ENUM_VALUE(valueNiceName) |
| #define SNAPPER_ENUM_END() |
| |
| #define SNAPPER_POINT2(propName, propNiceName, defaultValue) uniform vec2 propName; |
| #define SNAPPER_COLOR(propName, propNiceName, defaultValue) uniform vec3 propName; |
| |
| |
| #define TEXTURE_LOOKUP_FUNC(name) \ |
| |
| |
| //texType = one of: ubyte, ushort, float |
| //texFormat = one of: rgb, rgba, lum, lum_alpha |
| //texFilter = one of: nearest, linear |
| //texWrap = one of: repeat, clamp |
| #define SNAPPER_EXTERNAL_PARAMETER(propName, datatype, rangeMin, rangeMax, propNiceName, defaultValue) |
| #define SNAPPER_EXTERNAL_ANGLE(propName, propNiceName, defaultValueAsFloat) |
| |
| // Provide the ability to render outside a effect boundary. |
| // Total size = The original effect size * Overrendering value |
| // Overrendering value needs to be >= 1.0 |
| #define SNAPPER_OVERRENDERING(value) const float OverrenderingValue = value; |
| |
| |
| |
| #ifdef VERTEX_SHADER |
| // Attributes and uniforms used throughout the system. |
| attribute vec3 attr_pos; |
| attribute vec2 attr_uv; |
| #endif |
| |
| uniform mat4 ModelViewProjectionMatrix; |
| //x holds the texture width, y holds the texture height |
| //z holds 0,1 value if it should be premultiplied |
| uniform vec4 Texture0Info; |
| uniform vec2 DestSize; //size of the destination in pixels including overrendering if specified. |
| uniform sampler2D Texture0; |
| varying vec2 TexCoord; |
| uniform vec2 FragColorAlphaSettings; //x > 0.0 premultiply result, y is an alpha multiplier (opacity setting) |
| |
| vec4 Transform( mat4 ModelViewProjectionMatrix, vec2 inDestSize, vec4 inVertex ) |
| { |
| vec4 temp = ModelViewProjectionMatrix * vec4( inDestSize.x * .5 * inVertex.x, inDestSize.y * .5 * inVertex.y, inVertex.z, inVertex.w ); |
| return temp; |
| } |
| //////////////////////////////////////////////////////////// |
| // provide the texture lookup functions for the default |
| // texture (Texture0). |
| vec4 texture2D_0(vec2 uv) |
| { |
| return GetTextureValue( Texture0, uv, Texture0Info.z ); |
| } |
| |
| #ifdef FRAGMENT_SHADER |
| //////////////////////////////////////////////////////////// |
| // the functions to set the final frag result. |
| void colorOutput(vec4 c) |
| { |
| c *= FragColorAlphaSettings.x; |
| gl_FragColor = clamp(c, 0.0, c.a ); |
| } |
| |
| #endif |
| |
| |
| |
| //////////////////////////////////////////////////////////// |
| // define the main functions. |
| |
| #ifdef VERTEX_SHADER |
| #ifndef NO_VERT_MAIN |
| |
| void vert(); |
| void main() |
| { |
| gl_Position = Transform( ModelViewProjectionMatrix, DestSize, vec4(attr_pos, 1.0) ); |
| TexCoord = attr_uv; |
| vert(); |
| } |
| |
| #endif |
| #endif |
| |
| #ifdef FRAGMENT_SHADER |
| #ifndef NO_FRAG_MAIN |
| void frag(); |
| void main() |
| { |
| frag(); |
| } |
| #endif // NO_FRAG_MAIN |
| #endif // FRAGMENT_SHADER |
| |
| #endif // EFFECT_GLSLLIB |