| /**************************************************************************** |
| ** |
| ** Copyright (C) 2016 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the QtOpenGL module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:LGPL$ |
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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 |
| ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| ** packaging of this file. Please review the following information to |
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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 QGL_ENGINE_SHADER_SOURCE_H |
| #define QGL_ENGINE_SHADER_SOURCE_H |
| |
| #include "qglengineshadermanager_p.h" |
| |
| QT_BEGIN_NAMESPACE |
| |
| |
| |
| 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\ |
| uniform highp float translateZ; \n\ |
| attribute highp vec2 vertexCoordsArray; \n\ |
| void setPosition(void) \n\ |
| { \n\ |
| vec3 v = matrix * vec3(vertexCoordsArray, 1.0); \n\ |
| vec4 vz = mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, translateZ, 1) * vec4(v, 1.0); \n\ |
| gl_Position = vec4(vz.xyz, 1.0);\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 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 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 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\ |
| 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 qglslAffinePositionWithRadialGradientBrushVertexShader |
| = qglslPositionWithRadialGradientBrushVertexShader; |
| |
| static const char* const qglslRadialGradientBrushSrcFragmentShader = "\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 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; |
| |
| // 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_ES = "\n\ |
| varying highp vec2 brushTextureCoords; \n\ |
| uniform sampler2D brushTexture; \n\ |
| lowp vec4 srcPixel() { \n\ |
| return texture2D(brushTexture, fract(brushTextureCoords)); \n\ |
| }\n"; |
| |
| static const char* const qglslTextureBrushSrcFragmentShader_desktop = "\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 qglslTextureBrushSrcWithPatternFragmentShader = "\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 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 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 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 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 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 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 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 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 |
| |
| #endif // GLGC_SHADER_SOURCE_H |