| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the QtOpenGL module of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:LGPL$ |
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| 17 | ** GNU Lesser General Public License Usage |
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| 24 | ** |
| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
| 27 | ** General Public License version 2.0 or (at your option) the GNU General |
| 28 | ** Public license version 3 or any later version approved by the KDE Free |
| 29 | ** Qt Foundation. The licenses are as published by the Free Software |
| 30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
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| 35 | ** |
| 36 | ** $QT_END_LICENSE$ |
| 37 | ** |
| 38 | ****************************************************************************/ |
| 39 | |
| 40 | // |
| 41 | // W A R N I N G |
| 42 | // ------------- |
| 43 | // |
| 44 | // This file is not part of the Qt API. It exists purely as an |
| 45 | // implementation detail. This header file may change from version to |
| 46 | // version without notice, or even be removed. |
| 47 | // |
| 48 | // We mean it. |
| 49 | // |
| 50 | |
| 51 | |
| 52 | #ifndef QOPENGL_ENGINE_SHADER_SOURCE_H |
| 53 | #define QOPENGL_ENGINE_SHADER_SOURCE_H |
| 54 | |
| 55 | #include "qopenglengineshadermanager_p.h" |
| 56 | |
| 57 | QT_BEGIN_NAMESPACE |
| 58 | |
| 59 | |
| 60 | static const char* const qopenglslMainVertexShader = "\n\ |
| 61 | void setPosition(); \n\ |
| 62 | void main(void) \n\ |
| 63 | { \n\ |
| 64 | setPosition(); \n\ |
| 65 | }\n" ; |
| 66 | |
| 67 | static const char* const qopenglslMainWithTexCoordsVertexShader = "\n\ |
| 68 | attribute highp vec2 textureCoordArray; \n\ |
| 69 | varying highp vec2 textureCoords; \n\ |
| 70 | void setPosition(); \n\ |
| 71 | void main(void) \n\ |
| 72 | { \n\ |
| 73 | setPosition(); \n\ |
| 74 | textureCoords = textureCoordArray; \n\ |
| 75 | }\n" ; |
| 76 | |
| 77 | static const char* const qopenglslMainWithTexCoordsAndOpacityVertexShader = "\n\ |
| 78 | attribute highp vec2 textureCoordArray; \n\ |
| 79 | attribute lowp float opacityArray; \n\ |
| 80 | varying highp vec2 textureCoords; \n\ |
| 81 | varying lowp float opacity; \n\ |
| 82 | void setPosition(); \n\ |
| 83 | void main(void) \n\ |
| 84 | { \n\ |
| 85 | setPosition(); \n\ |
| 86 | textureCoords = textureCoordArray; \n\ |
| 87 | opacity = opacityArray; \n\ |
| 88 | }\n" ; |
| 89 | |
| 90 | // NOTE: We let GL do the perspective correction so texture lookups in the fragment |
| 91 | // shader are also perspective corrected. |
| 92 | static const char* const qopenglslPositionOnlyVertexShader = "\n\ |
| 93 | attribute highp vec2 vertexCoordsArray; \n\ |
| 94 | attribute highp vec3 pmvMatrix1; \n\ |
| 95 | attribute highp vec3 pmvMatrix2; \n\ |
| 96 | attribute highp vec3 pmvMatrix3; \n\ |
| 97 | void setPosition(void) \n\ |
| 98 | { \n\ |
| 99 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 100 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 101 | gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\ |
| 102 | }\n" ; |
| 103 | |
| 104 | static const char* const qopenglslComplexGeometryPositionOnlyVertexShader = "\n\ |
| 105 | uniform highp mat3 matrix; \n\ |
| 106 | attribute highp vec2 vertexCoordsArray; \n\ |
| 107 | void setPosition(void) \n\ |
| 108 | { \n\ |
| 109 | gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\ |
| 110 | } \n" ; |
| 111 | |
| 112 | static const char* const qopenglslUntransformedPositionVertexShader = "\n\ |
| 113 | attribute highp vec4 vertexCoordsArray; \n\ |
| 114 | void setPosition(void) \n\ |
| 115 | { \n\ |
| 116 | gl_Position = vertexCoordsArray; \n\ |
| 117 | }\n" ; |
| 118 | |
| 119 | // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 |
| 120 | static const char* const qopenglslPositionWithPatternBrushVertexShader = "\n\ |
| 121 | attribute highp vec2 vertexCoordsArray; \n\ |
| 122 | attribute highp vec3 pmvMatrix1; \n\ |
| 123 | attribute highp vec3 pmvMatrix2; \n\ |
| 124 | attribute highp vec3 pmvMatrix3; \n\ |
| 125 | uniform mediump vec2 halfViewportSize; \n\ |
| 126 | uniform highp vec2 invertedTextureSize; \n\ |
| 127 | uniform highp mat3 brushTransform; \n\ |
| 128 | varying highp vec2 patternTexCoords; \n\ |
| 129 | void setPosition(void) \n\ |
| 130 | { \n\ |
| 131 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 132 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 133 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 134 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 135 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\ |
| 136 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 137 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 138 | patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \n\ |
| 139 | }\n" ; |
| 140 | |
| 141 | static const char* const qopenglslAffinePositionWithPatternBrushVertexShader |
| 142 | = qopenglslPositionWithPatternBrushVertexShader; |
| 143 | |
| 144 | static const char* const qopenglslPatternBrushSrcFragmentShader = "\n\ |
| 145 | uniform sampler2D brushTexture; \n\ |
| 146 | uniform lowp vec4 patternColor; \n\ |
| 147 | varying highp vec2 patternTexCoords;\n\ |
| 148 | lowp vec4 srcPixel() \n\ |
| 149 | { \n\ |
| 150 | return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \n\ |
| 151 | }\n" ; |
| 152 | |
| 153 | |
| 154 | // Linear Gradient Brush |
| 155 | static const char* const qopenglslPositionWithLinearGradientBrushVertexShader = "\n\ |
| 156 | attribute highp vec2 vertexCoordsArray; \n\ |
| 157 | attribute highp vec3 pmvMatrix1; \n\ |
| 158 | attribute highp vec3 pmvMatrix2; \n\ |
| 159 | attribute highp vec3 pmvMatrix3; \n\ |
| 160 | uniform mediump vec2 halfViewportSize; \n\ |
| 161 | uniform highp vec3 linearData; \n\ |
| 162 | uniform highp mat3 brushTransform; \n\ |
| 163 | varying mediump float index; \n\ |
| 164 | void setPosition() \n\ |
| 165 | { \n\ |
| 166 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 167 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 168 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 169 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 170 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
| 171 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 172 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 173 | index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \n\ |
| 174 | }\n" ; |
| 175 | |
| 176 | static const char* const qopenglslAffinePositionWithLinearGradientBrushVertexShader |
| 177 | = qopenglslPositionWithLinearGradientBrushVertexShader; |
| 178 | |
| 179 | static const char* const qopenglslLinearGradientBrushSrcFragmentShader = "\n\ |
| 180 | uniform sampler2D brushTexture; \n\ |
| 181 | varying mediump float index; \n\ |
| 182 | lowp vec4 srcPixel() \n\ |
| 183 | { \n\ |
| 184 | mediump vec2 val = vec2(index, 0.5); \n\ |
| 185 | return texture2D(brushTexture, val); \n\ |
| 186 | }\n" ; |
| 187 | |
| 188 | |
| 189 | // Conical Gradient Brush |
| 190 | static const char* const qopenglslPositionWithConicalGradientBrushVertexShader = "\n\ |
| 191 | attribute highp vec2 vertexCoordsArray; \n\ |
| 192 | attribute highp vec3 pmvMatrix1; \n\ |
| 193 | attribute highp vec3 pmvMatrix2; \n\ |
| 194 | attribute highp vec3 pmvMatrix3; \n\ |
| 195 | uniform mediump vec2 halfViewportSize; \n\ |
| 196 | uniform highp mat3 brushTransform; \n\ |
| 197 | varying highp vec2 A; \n\ |
| 198 | void setPosition(void) \n\ |
| 199 | { \n\ |
| 200 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 201 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 202 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 203 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 204 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
| 205 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 206 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 207 | A = hTexCoords.xy * invertedHTexCoordsZ; \n\ |
| 208 | }\n" ; |
| 209 | |
| 210 | static const char* const qopenglslAffinePositionWithConicalGradientBrushVertexShader |
| 211 | = qopenglslPositionWithConicalGradientBrushVertexShader; |
| 212 | |
| 213 | static const char* const qopenglslConicalGradientBrushSrcFragmentShader = "\n\ |
| 214 | #define INVERSE_2PI 0.1591549430918953358 \n\ |
| 215 | uniform sampler2D brushTexture; \n\ |
| 216 | uniform mediump float angle; \n\ |
| 217 | varying highp vec2 A; \n\ |
| 218 | lowp vec4 srcPixel() \n\ |
| 219 | { \n\ |
| 220 | highp float t; \n\ |
| 221 | if (abs(A.y) == abs(A.x)) \n\ |
| 222 | t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \n\ |
| 223 | else \n\ |
| 224 | t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \n\ |
| 225 | return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \n\ |
| 226 | }\n" ; |
| 227 | |
| 228 | |
| 229 | // Radial Gradient Brush |
| 230 | static const char* const qopenglslPositionWithRadialGradientBrushVertexShader = "\n\ |
| 231 | attribute highp vec2 vertexCoordsArray;\n\ |
| 232 | attribute highp vec3 pmvMatrix1; \n\ |
| 233 | attribute highp vec3 pmvMatrix2; \n\ |
| 234 | attribute highp vec3 pmvMatrix3; \n\ |
| 235 | uniform mediump vec2 halfViewportSize; \n\ |
| 236 | uniform highp mat3 brushTransform; \n\ |
| 237 | uniform highp vec2 fmp; \n\ |
| 238 | uniform mediump vec3 bradius; \n\ |
| 239 | varying highp float b; \n\ |
| 240 | varying highp vec2 A; \n\ |
| 241 | void setPosition(void) \n\ |
| 242 | {\n\ |
| 243 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 244 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 245 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 246 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 247 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
| 248 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 249 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 250 | A = hTexCoords.xy * invertedHTexCoordsZ; \n\ |
| 251 | b = bradius.x + 2.0 * dot(A, fmp); \n\ |
| 252 | }\n" ; |
| 253 | |
| 254 | static const char* const qopenglslAffinePositionWithRadialGradientBrushVertexShader |
| 255 | = qopenglslPositionWithRadialGradientBrushVertexShader; |
| 256 | |
| 257 | static const char* const qopenglslRadialGradientBrushSrcFragmentShader = "\n\ |
| 258 | uniform sampler2D brushTexture; \n\ |
| 259 | uniform highp float fmp2_m_radius2; \n\ |
| 260 | uniform highp float inverse_2_fmp2_m_radius2; \n\ |
| 261 | uniform highp float sqrfr; \n\ |
| 262 | varying highp float b; \n\ |
| 263 | varying highp vec2 A; \n\ |
| 264 | uniform mediump vec3 bradius; \n\ |
| 265 | lowp vec4 srcPixel() \n\ |
| 266 | { \n\ |
| 267 | highp float c = sqrfr-dot(A, A); \n\ |
| 268 | highp float det = b*b - 4.0*fmp2_m_radius2*c; \n\ |
| 269 | lowp vec4 result = vec4(0.0); \n\ |
| 270 | if (det >= 0.0) { \n\ |
| 271 | highp float detSqrt = sqrt(det); \n\ |
| 272 | highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); \n\ |
| 273 | if (bradius.y + w * bradius.z >= 0.0) \n\ |
| 274 | result = texture2D(brushTexture, vec2(w, 0.5)); \n\ |
| 275 | } \n\ |
| 276 | return result; \n\ |
| 277 | }\n" ; |
| 278 | |
| 279 | |
| 280 | // Texture Brush |
| 281 | static const char* const qopenglslPositionWithTextureBrushVertexShader = "\n\ |
| 282 | attribute highp vec2 vertexCoordsArray; \n\ |
| 283 | attribute highp vec3 pmvMatrix1; \n\ |
| 284 | attribute highp vec3 pmvMatrix2; \n\ |
| 285 | attribute highp vec3 pmvMatrix3; \n\ |
| 286 | uniform mediump vec2 halfViewportSize; \n\ |
| 287 | uniform highp vec2 invertedTextureSize; \n\ |
| 288 | uniform highp mat3 brushTransform; \n\ |
| 289 | varying highp vec2 brushTextureCoords; \n\ |
| 290 | void setPosition(void) \n\ |
| 291 | { \n\ |
| 292 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 293 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 294 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 295 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 296 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
| 297 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 298 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 299 | brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\ |
| 300 | }\n" ; |
| 301 | |
| 302 | static const char* const qopenglslAffinePositionWithTextureBrushVertexShader |
| 303 | = qopenglslPositionWithTextureBrushVertexShader; |
| 304 | |
| 305 | static const char* const qopenglslTextureBrushSrcFragmentShader = "\n\ |
| 306 | varying highp vec2 brushTextureCoords; \n\ |
| 307 | uniform sampler2D brushTexture; \n\ |
| 308 | lowp vec4 srcPixel() \n\ |
| 309 | { \n\ |
| 310 | return texture2D(brushTexture, brushTextureCoords); \n\ |
| 311 | }\n" ; |
| 312 | |
| 313 | static const char* const qopenglslTextureBrushSrcWithPatternFragmentShader = "\n\ |
| 314 | varying highp vec2 brushTextureCoords; \n\ |
| 315 | uniform lowp vec4 patternColor; \n\ |
| 316 | uniform sampler2D brushTexture; \n\ |
| 317 | lowp vec4 srcPixel() \n\ |
| 318 | { \n\ |
| 319 | return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\ |
| 320 | }\n" ; |
| 321 | |
| 322 | // Solid Fill Brush |
| 323 | static const char* const qopenglslSolidBrushSrcFragmentShader = "\n\ |
| 324 | uniform lowp vec4 fragmentColor; \n\ |
| 325 | lowp vec4 srcPixel() \n\ |
| 326 | { \n\ |
| 327 | return fragmentColor; \n\ |
| 328 | }\n" ; |
| 329 | |
| 330 | static const char* const qopenglslImageSrcFragmentShader = "\n\ |
| 331 | varying highp vec2 textureCoords; \n\ |
| 332 | uniform sampler2D imageTexture; \n\ |
| 333 | lowp vec4 srcPixel() \n\ |
| 334 | { \n" |
| 335 | "return texture2D(imageTexture, textureCoords); \n" |
| 336 | "}\n" ; |
| 337 | |
| 338 | static const char* const qopenglslCustomSrcFragmentShader = "\n\ |
| 339 | varying highp vec2 textureCoords; \n\ |
| 340 | uniform sampler2D imageTexture; \n\ |
| 341 | lowp vec4 srcPixel() \n\ |
| 342 | { \n\ |
| 343 | return customShader(imageTexture, textureCoords); \n\ |
| 344 | }\n" ; |
| 345 | |
| 346 | static const char* const qopenglslImageSrcWithPatternFragmentShader = "\n\ |
| 347 | varying highp vec2 textureCoords; \n\ |
| 348 | uniform lowp vec4 patternColor; \n\ |
| 349 | uniform sampler2D imageTexture; \n\ |
| 350 | lowp vec4 srcPixel() \n\ |
| 351 | { \n\ |
| 352 | return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\ |
| 353 | }\n" ; |
| 354 | |
| 355 | static const char* const qopenglslNonPremultipliedImageSrcFragmentShader = "\n\ |
| 356 | varying highp vec2 textureCoords; \n\ |
| 357 | uniform sampler2D imageTexture; \n\ |
| 358 | lowp vec4 srcPixel() \n\ |
| 359 | { \n\ |
| 360 | lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\ |
| 361 | sample.rgb = sample.rgb * sample.a; \n\ |
| 362 | return sample; \n\ |
| 363 | }\n" ; |
| 364 | |
| 365 | static const char* const qopenglslGrayscaleImageSrcFragmentShader = "\n\ |
| 366 | varying highp vec2 textureCoords; \n\ |
| 367 | uniform sampler2D imageTexture; \n\ |
| 368 | lowp vec4 srcPixel() \n\ |
| 369 | { \n\ |
| 370 | return texture2D(imageTexture, textureCoords).rrra; \n\ |
| 371 | }\n" ; |
| 372 | |
| 373 | static const char* const qopenglslAlphaImageSrcFragmentShader = "\n\ |
| 374 | varying highp vec2 textureCoords; \n\ |
| 375 | uniform sampler2D imageTexture; \n\ |
| 376 | lowp vec4 srcPixel() \n\ |
| 377 | { \n\ |
| 378 | return vec4(0, 0, 0, texture2D(imageTexture, textureCoords).r); \n\ |
| 379 | }\n" ; |
| 380 | |
| 381 | static const char* const qopenglslShockingPinkSrcFragmentShader = "\n\ |
| 382 | lowp vec4 srcPixel() \n\ |
| 383 | { \n\ |
| 384 | return vec4(0.98, 0.06, 0.75, 1.0); \n\ |
| 385 | }\n" ; |
| 386 | |
| 387 | static const char* const qopenglslMainFragmentShader_ImageArrays = "\n\ |
| 388 | varying lowp float opacity; \n\ |
| 389 | lowp vec4 srcPixel(); \n\ |
| 390 | void main() \n\ |
| 391 | { \n\ |
| 392 | gl_FragColor = srcPixel() * opacity; \n\ |
| 393 | }\n" ; |
| 394 | |
| 395 | static const char* const qopenglslMainFragmentShader_MO = "\n\ |
| 396 | uniform lowp float globalOpacity; \n\ |
| 397 | lowp vec4 srcPixel(); \n\ |
| 398 | lowp vec4 applyMask(lowp vec4); \n\ |
| 399 | void main() \n\ |
| 400 | { \n\ |
| 401 | gl_FragColor = applyMask(srcPixel()*globalOpacity); \n\ |
| 402 | }\n" ; |
| 403 | |
| 404 | static const char* const qopenglslMainFragmentShader_M = "\n\ |
| 405 | lowp vec4 srcPixel(); \n\ |
| 406 | lowp vec4 applyMask(lowp vec4); \n\ |
| 407 | void main() \n\ |
| 408 | { \n\ |
| 409 | gl_FragColor = applyMask(srcPixel()); \n\ |
| 410 | }\n" ; |
| 411 | |
| 412 | static const char* const qopenglslMainFragmentShader_O = "\n\ |
| 413 | uniform lowp float globalOpacity; \n\ |
| 414 | lowp vec4 srcPixel(); \n\ |
| 415 | void main() \n\ |
| 416 | { \n\ |
| 417 | gl_FragColor = srcPixel()*globalOpacity; \n\ |
| 418 | }\n" ; |
| 419 | |
| 420 | static const char* const qopenglslMainFragmentShader = "\n\ |
| 421 | lowp vec4 srcPixel(); \n\ |
| 422 | void main() \n\ |
| 423 | { \n\ |
| 424 | gl_FragColor = srcPixel(); \n\ |
| 425 | }\n" ; |
| 426 | |
| 427 | static const char* const qopenglslMaskFragmentShader = "\n\ |
| 428 | varying highp vec2 textureCoords;\n\ |
| 429 | uniform sampler2D maskTexture;\n\ |
| 430 | lowp vec4 applyMask(lowp vec4 src) \n\ |
| 431 | {\n\ |
| 432 | lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ |
| 433 | return src * mask.a; \n\ |
| 434 | }\n" ; |
| 435 | |
| 436 | // For source over with subpixel antialiasing, the final color is calculated per component as follows |
| 437 | // (.a is alpha component, .c is red, green or blue component): |
| 438 | // alpha = src.a * mask.c * opacity |
| 439 | // dest.c = dest.c * (1 - alpha) + src.c * alpha |
| 440 | // |
| 441 | // In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color |
| 442 | // In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one |
| 443 | // |
| 444 | // If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color |
| 445 | |
| 446 | // For source composition with subpixel antialiasing, the final color is calculated per component as follows: |
| 447 | // alpha = src.a * mask.c * opacity |
| 448 | // dest.c = dest.c * (1 - mask.c) + src.c * alpha |
| 449 | // |
| 450 | |
| 451 | static const char* const qopenglslRgbMaskFragmentShaderPass1 = "\n\ |
| 452 | varying highp vec2 textureCoords;\n\ |
| 453 | uniform sampler2D maskTexture;\n\ |
| 454 | lowp vec4 applyMask(lowp vec4 src) \n\ |
| 455 | { \n\ |
| 456 | lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ |
| 457 | return src.a * mask; \n\ |
| 458 | }\n" ; |
| 459 | |
| 460 | static const char* const qopenglslRgbMaskFragmentShaderPass2 = "\n\ |
| 461 | varying highp vec2 textureCoords;\n\ |
| 462 | uniform sampler2D maskTexture;\n\ |
| 463 | lowp vec4 applyMask(lowp vec4 src) \n\ |
| 464 | { \n\ |
| 465 | lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ |
| 466 | return src * mask; \n\ |
| 467 | }\n" ; |
| 468 | |
| 469 | static const char* const qopenglslMultiplyCompositionModeFragmentShader = "\n\ |
| 470 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 471 | layout(blend_support_multiply) out;\n\ |
| 472 | #endif\n" ; |
| 473 | |
| 474 | static const char* const qopenglslScreenCompositionModeFragmentShader = "\n\ |
| 475 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 476 | layout(blend_support_screen) out;\n\ |
| 477 | #endif\n" ; |
| 478 | |
| 479 | static const char* const qopenglslOverlayCompositionModeFragmentShader = "\n\ |
| 480 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 481 | layout(blend_support_overlay) out;\n\ |
| 482 | #endif\n" ; |
| 483 | |
| 484 | static const char* const qopenglslDarkenCompositionModeFragmentShader = "\n\ |
| 485 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 486 | layout(blend_support_darken) out;\n\ |
| 487 | #endif\n" ; |
| 488 | |
| 489 | static const char* const qopenglslLightenCompositionModeFragmentShader = "\n\ |
| 490 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 491 | layout(blend_support_lighten) out;\n\ |
| 492 | #endif\n" ; |
| 493 | |
| 494 | static const char* const qopenglslColorDodgeCompositionModeFragmentShader = "\n\ |
| 495 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 496 | layout(blend_support_colordodge) out;\n\ |
| 497 | #endif\n" ; |
| 498 | |
| 499 | static const char* const qopenglslColorBurnCompositionModeFragmentShader = "\n\ |
| 500 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 501 | layout(blend_support_colorburn) out;\n\ |
| 502 | #endif\n" ; |
| 503 | |
| 504 | static const char* const qopenglslHardLightCompositionModeFragmentShader = "\n\ |
| 505 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 506 | layout(blend_support_hardlight) out;\n\ |
| 507 | #endif\n" ; |
| 508 | |
| 509 | static const char* const qopenglslSoftLightCompositionModeFragmentShader = "\n\ |
| 510 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 511 | layout(blend_support_softlight) out;\n\ |
| 512 | #endif\n" ; |
| 513 | |
| 514 | static const char* const qopenglslDifferenceCompositionModeFragmentShader = "\n\ |
| 515 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 516 | layout(blend_support_difference) out;\n\ |
| 517 | #endif\n" ; |
| 518 | |
| 519 | static const char* const qopenglslExclusionCompositionModeFragmentShader = "\n\ |
| 520 | #ifdef GL_KHR_blend_equation_advanced\n\ |
| 521 | layout(blend_support_exclusion) out;\n\ |
| 522 | #endif\n" ; |
| 523 | |
| 524 | /* |
| 525 | Left to implement: |
| 526 | RgbMaskFragmentShader, |
| 527 | RgbMaskWithGammaFragmentShader, |
| 528 | */ |
| 529 | |
| 530 | /* |
| 531 | OpenGL 3.2+ Core Profile shaders |
| 532 | The following shader snippets are copies of the snippets above |
| 533 | but use the modern GLSL 1.5 keywords. New shaders should make |
| 534 | a snippet for both profiles and add them appropriately in the |
| 535 | shader manager. |
| 536 | */ |
| 537 | static const char* const qopenglslMainVertexShader_core = |
| 538 | "#version 150 core\n\ |
| 539 | void setPosition(); \n\ |
| 540 | void main(void) \n\ |
| 541 | { \n\ |
| 542 | setPosition(); \n\ |
| 543 | }\n" ; |
| 544 | |
| 545 | static const char* const qopenglslMainWithTexCoordsVertexShader_core = |
| 546 | "#version 150 core\n\ |
| 547 | in vec2 textureCoordArray; \n\ |
| 548 | out vec2 textureCoords; \n\ |
| 549 | void setPosition(); \n\ |
| 550 | void main(void) \n\ |
| 551 | { \n\ |
| 552 | setPosition(); \n\ |
| 553 | textureCoords = textureCoordArray; \n\ |
| 554 | }\n" ; |
| 555 | |
| 556 | static const char* const qopenglslMainWithTexCoordsAndOpacityVertexShader_core = |
| 557 | "#version 150 core\n\ |
| 558 | in vec2 textureCoordArray; \n\ |
| 559 | in float opacityArray; \n\ |
| 560 | out vec2 textureCoords; \n\ |
| 561 | out float opacity; \n\ |
| 562 | void setPosition(); \n\ |
| 563 | void main(void) \n\ |
| 564 | { \n\ |
| 565 | setPosition(); \n\ |
| 566 | textureCoords = textureCoordArray; \n\ |
| 567 | opacity = opacityArray; \n\ |
| 568 | }\n" ; |
| 569 | |
| 570 | // NOTE: We let GL do the perspective correction so texture lookups in the fragment |
| 571 | // shader are also perspective corrected. |
| 572 | static const char* const qopenglslPositionOnlyVertexShader_core = "\n\ |
| 573 | in vec2 vertexCoordsArray; \n\ |
| 574 | in vec3 pmvMatrix1; \n\ |
| 575 | in vec3 pmvMatrix2; \n\ |
| 576 | in vec3 pmvMatrix3; \n\ |
| 577 | void setPosition(void) \n\ |
| 578 | { \n\ |
| 579 | mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 580 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 581 | gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\ |
| 582 | }\n" ; |
| 583 | |
| 584 | static const char* const qopenglslComplexGeometryPositionOnlyVertexShader_core = "\n\ |
| 585 | in vec2 vertexCoordsArray; \n\ |
| 586 | uniform mat3 matrix; \n\ |
| 587 | void setPosition(void) \n\ |
| 588 | { \n\ |
| 589 | gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\ |
| 590 | } \n" ; |
| 591 | |
| 592 | static const char* const qopenglslUntransformedPositionVertexShader_core = "\n\ |
| 593 | in vec4 vertexCoordsArray; \n\ |
| 594 | void setPosition(void) \n\ |
| 595 | { \n\ |
| 596 | gl_Position = vertexCoordsArray; \n\ |
| 597 | }\n" ; |
| 598 | |
| 599 | // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 |
| 600 | static const char* const qopenglslPositionWithPatternBrushVertexShader_core = "\n\ |
| 601 | in vec2 vertexCoordsArray; \n\ |
| 602 | in vec3 pmvMatrix1; \n\ |
| 603 | in vec3 pmvMatrix2; \n\ |
| 604 | in vec3 pmvMatrix3; \n\ |
| 605 | out vec2 patternTexCoords; \n\ |
| 606 | uniform vec2 halfViewportSize; \n\ |
| 607 | uniform vec2 invertedTextureSize; \n\ |
| 608 | uniform mat3 brushTransform; \n\ |
| 609 | void setPosition(void) \n\ |
| 610 | { \n\ |
| 611 | mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 612 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 613 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 614 | vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 615 | vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\ |
| 616 | float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 617 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 618 | patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \n\ |
| 619 | }\n" ; |
| 620 | |
| 621 | static const char* const qopenglslAffinePositionWithPatternBrushVertexShader_core |
| 622 | = qopenglslPositionWithPatternBrushVertexShader_core; |
| 623 | |
| 624 | static const char* const qopenglslPatternBrushSrcFragmentShader_core = "\n\ |
| 625 | in vec2 patternTexCoords;\n\ |
| 626 | uniform sampler2D brushTexture; \n\ |
| 627 | uniform vec4 patternColor; \n\ |
| 628 | vec4 srcPixel() \n\ |
| 629 | { \n\ |
| 630 | return patternColor * (1.0 - texture(brushTexture, patternTexCoords).r); \n\ |
| 631 | }\n" ; |
| 632 | |
| 633 | |
| 634 | // Linear Gradient Brush |
| 635 | static const char* const qopenglslPositionWithLinearGradientBrushVertexShader_core = "\n\ |
| 636 | in vec2 vertexCoordsArray; \n\ |
| 637 | in vec3 pmvMatrix1; \n\ |
| 638 | in vec3 pmvMatrix2; \n\ |
| 639 | in vec3 pmvMatrix3; \n\ |
| 640 | out float index; \n\ |
| 641 | uniform vec2 halfViewportSize; \n\ |
| 642 | uniform vec3 linearData; \n\ |
| 643 | uniform mat3 brushTransform; \n\ |
| 644 | void setPosition() \n\ |
| 645 | { \n\ |
| 646 | mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 647 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 648 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 649 | vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 650 | vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
| 651 | float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 652 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 653 | index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \n\ |
| 654 | }\n" ; |
| 655 | |
| 656 | static const char* const qopenglslAffinePositionWithLinearGradientBrushVertexShader_core |
| 657 | = qopenglslPositionWithLinearGradientBrushVertexShader_core; |
| 658 | |
| 659 | static const char* const qopenglslLinearGradientBrushSrcFragmentShader_core = "\n\ |
| 660 | uniform sampler2D brushTexture; \n\ |
| 661 | in float index; \n\ |
| 662 | vec4 srcPixel() \n\ |
| 663 | { \n\ |
| 664 | vec2 val = vec2(index, 0.5); \n\ |
| 665 | return texture(brushTexture, val); \n\ |
| 666 | }\n" ; |
| 667 | |
| 668 | |
| 669 | // Conical Gradient Brush |
| 670 | static const char* const qopenglslPositionWithConicalGradientBrushVertexShader_core = "\n\ |
| 671 | in vec2 vertexCoordsArray; \n\ |
| 672 | in vec3 pmvMatrix1; \n\ |
| 673 | in vec3 pmvMatrix2; \n\ |
| 674 | in vec3 pmvMatrix3; \n\ |
| 675 | out vec2 A; \n\ |
| 676 | uniform vec2 halfViewportSize; \n\ |
| 677 | uniform mat3 brushTransform; \n\ |
| 678 | void setPosition(void) \n\ |
| 679 | { \n\ |
| 680 | mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 681 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 682 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 683 | vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 684 | vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
| 685 | float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 686 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 687 | A = hTexCoords.xy * invertedHTexCoordsZ; \n\ |
| 688 | }\n" ; |
| 689 | |
| 690 | static const char* const qopenglslAffinePositionWithConicalGradientBrushVertexShader_core |
| 691 | = qopenglslPositionWithConicalGradientBrushVertexShader_core; |
| 692 | |
| 693 | static const char* const qopenglslConicalGradientBrushSrcFragmentShader_core = "\n\ |
| 694 | #define INVERSE_2PI 0.1591549430918953358 \n\ |
| 695 | in vec2 A; \n\ |
| 696 | uniform sampler2D brushTexture; \n\ |
| 697 | uniform float angle; \n\ |
| 698 | vec4 srcPixel() \n\ |
| 699 | { \n\ |
| 700 | float t; \n\ |
| 701 | if (abs(A.y) == abs(A.x)) \n\ |
| 702 | t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \n\ |
| 703 | else \n\ |
| 704 | t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \n\ |
| 705 | return texture(brushTexture, vec2(t - floor(t), 0.5)); \n\ |
| 706 | }\n" ; |
| 707 | |
| 708 | |
| 709 | // Radial Gradient Brush |
| 710 | static const char* const qopenglslPositionWithRadialGradientBrushVertexShader_core = "\n\ |
| 711 | in vec2 vertexCoordsArray;\n\ |
| 712 | in vec3 pmvMatrix1; \n\ |
| 713 | in vec3 pmvMatrix2; \n\ |
| 714 | in vec3 pmvMatrix3; \n\ |
| 715 | out float b; \n\ |
| 716 | out vec2 A; \n\ |
| 717 | uniform vec2 halfViewportSize; \n\ |
| 718 | uniform mat3 brushTransform; \n\ |
| 719 | uniform vec2 fmp; \n\ |
| 720 | uniform vec3 bradius; \n\ |
| 721 | void setPosition(void) \n\ |
| 722 | {\n\ |
| 723 | mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 724 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 725 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 726 | vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 727 | vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
| 728 | float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 729 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 730 | A = hTexCoords.xy * invertedHTexCoordsZ; \n\ |
| 731 | b = bradius.x + 2.0 * dot(A, fmp); \n\ |
| 732 | }\n" ; |
| 733 | |
| 734 | static const char* const qopenglslAffinePositionWithRadialGradientBrushVertexShader_core |
| 735 | = qopenglslPositionWithRadialGradientBrushVertexShader_core; |
| 736 | |
| 737 | static const char* const qopenglslRadialGradientBrushSrcFragmentShader_core = "\n\ |
| 738 | in float b; \n\ |
| 739 | in vec2 A; \n\ |
| 740 | uniform sampler2D brushTexture; \n\ |
| 741 | uniform float fmp2_m_radius2; \n\ |
| 742 | uniform float inverse_2_fmp2_m_radius2; \n\ |
| 743 | uniform float sqrfr; \n\ |
| 744 | uniform vec3 bradius; \n\ |
| 745 | \n\ |
| 746 | vec4 srcPixel() \n\ |
| 747 | { \n\ |
| 748 | float c = sqrfr-dot(A, A); \n\ |
| 749 | float det = b*b - 4.0*fmp2_m_radius2*c; \n\ |
| 750 | vec4 result = vec4(0.0); \n\ |
| 751 | if (det >= 0.0) { \n\ |
| 752 | float detSqrt = sqrt(det); \n\ |
| 753 | float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); \n\ |
| 754 | if (bradius.y + w * bradius.z >= 0.0) \n\ |
| 755 | result = texture(brushTexture, vec2(w, 0.5)); \n\ |
| 756 | } \n\ |
| 757 | return result; \n\ |
| 758 | }\n" ; |
| 759 | |
| 760 | |
| 761 | // Texture Brush |
| 762 | static const char* const qopenglslPositionWithTextureBrushVertexShader_core = "\n\ |
| 763 | in vec2 vertexCoordsArray; \n\ |
| 764 | in vec3 pmvMatrix1; \n\ |
| 765 | in vec3 pmvMatrix2; \n\ |
| 766 | in vec3 pmvMatrix3; \n\ |
| 767 | out vec2 brushTextureCoords; \n\ |
| 768 | uniform vec2 halfViewportSize; \n\ |
| 769 | uniform vec2 invertedTextureSize; \n\ |
| 770 | uniform mat3 brushTransform; \n\ |
| 771 | \n\ |
| 772 | void setPosition(void) \n\ |
| 773 | { \n\ |
| 774 | mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
| 775 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
| 776 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
| 777 | vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
| 778 | vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
| 779 | float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
| 780 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
| 781 | brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\ |
| 782 | }\n" ; |
| 783 | |
| 784 | static const char* const qopenglslAffinePositionWithTextureBrushVertexShader_core |
| 785 | = qopenglslPositionWithTextureBrushVertexShader_core; |
| 786 | |
| 787 | static const char* const qopenglslTextureBrushSrcFragmentShader_core = "\n\ |
| 788 | in vec2 brushTextureCoords; \n\ |
| 789 | uniform sampler2D brushTexture; \n\ |
| 790 | vec4 srcPixel() \n\ |
| 791 | { \n\ |
| 792 | return texture(brushTexture, brushTextureCoords); \n\ |
| 793 | }\n" ; |
| 794 | |
| 795 | static const char* const qopenglslTextureBrushSrcWithPatternFragmentShader_core = "\n\ |
| 796 | in vec2 brushTextureCoords; \n\ |
| 797 | uniform vec4 patternColor; \n\ |
| 798 | uniform sampler2D brushTexture; \n\ |
| 799 | vec4 srcPixel() \n\ |
| 800 | { \n\ |
| 801 | return patternColor * (1.0 - texture(brushTexture, brushTextureCoords).r); \n\ |
| 802 | }\n" ; |
| 803 | |
| 804 | // Solid Fill Brush |
| 805 | static const char* const qopenglslSolidBrushSrcFragmentShader_core = "\n\ |
| 806 | uniform vec4 fragmentColor; \n\ |
| 807 | vec4 srcPixel() \n\ |
| 808 | { \n\ |
| 809 | return fragmentColor; \n\ |
| 810 | }\n" ; |
| 811 | |
| 812 | static const char* const qopenglslImageSrcFragmentShader_core = "\n\ |
| 813 | in vec2 textureCoords; \n\ |
| 814 | uniform sampler2D imageTexture; \n\ |
| 815 | vec4 srcPixel() \n\ |
| 816 | { \n\ |
| 817 | return texture(imageTexture, textureCoords); \n\ |
| 818 | }\n" ; |
| 819 | |
| 820 | static const char* const qopenglslCustomSrcFragmentShader_core = "\n\ |
| 821 | in vec2 textureCoords; \n\ |
| 822 | uniform sampler2D imageTexture; \n\ |
| 823 | vec4 srcPixel() \n\ |
| 824 | { \n\ |
| 825 | return customShader(imageTexture, textureCoords); \n\ |
| 826 | }\n" ; |
| 827 | |
| 828 | static const char* const qopenglslImageSrcWithPatternFragmentShader_core = "\n\ |
| 829 | in vec2 textureCoords; \n\ |
| 830 | uniform vec4 patternColor; \n\ |
| 831 | uniform sampler2D imageTexture; \n\ |
| 832 | vec4 srcPixel() \n\ |
| 833 | { \n\ |
| 834 | return patternColor * (1.0 - texture(imageTexture, textureCoords).r); \n\ |
| 835 | }\n" ; |
| 836 | |
| 837 | static const char* const qopenglslNonPremultipliedImageSrcFragmentShader_core = "\n\ |
| 838 | in vec2 textureCoords; \n\ |
| 839 | uniform sampler2D imageTexture; \n\ |
| 840 | vec4 srcPixel() \n\ |
| 841 | { \n\ |
| 842 | vec4 sample = texture(imageTexture, textureCoords); \n\ |
| 843 | sample.rgb = sample.rgb * sample.a; \n\ |
| 844 | return sample; \n\ |
| 845 | }\n" ; |
| 846 | |
| 847 | static const char* const qopenglslGrayscaleImageSrcFragmentShader_core = "\n\ |
| 848 | in vec2 textureCoords; \n\ |
| 849 | uniform sampler2D imageTexture; \n\ |
| 850 | vec4 srcPixel() \n\ |
| 851 | { \n\ |
| 852 | return texture(imageTexture, textureCoords).rrra; \n\ |
| 853 | }\n" ; |
| 854 | |
| 855 | static const char* const qopenglslAlphaImageSrcFragmentShader_core = "\n\ |
| 856 | in vec2 textureCoords; \n\ |
| 857 | uniform sampler2D imageTexture; \n\ |
| 858 | vec4 srcPixel() \n\ |
| 859 | { \n\ |
| 860 | return vec4(0, 0, 0, texture(imageTexture, textureCoords).r); \n\ |
| 861 | }\n" ; |
| 862 | |
| 863 | static const char* const qopenglslShockingPinkSrcFragmentShader_core = "\n\ |
| 864 | vec4 srcPixel() \n\ |
| 865 | { \n\ |
| 866 | return vec4(0.98, 0.06, 0.75, 1.0); \n\ |
| 867 | }\n" ; |
| 868 | |
| 869 | static const char* const qopenglslMainFragmentShader_ImageArrays_core = |
| 870 | "#version 150 core\n\ |
| 871 | in float opacity; \n\ |
| 872 | out vec4 fragColor; \n\ |
| 873 | vec4 srcPixel(); \n\ |
| 874 | void main() \n\ |
| 875 | { \n\ |
| 876 | fragColor = srcPixel() * opacity; \n\ |
| 877 | }\n" ; |
| 878 | |
| 879 | static const char* const qopenglslMainFragmentShader_MO_core = |
| 880 | "#version 150 core\n\ |
| 881 | out vec4 fragColor; \n\ |
| 882 | uniform float globalOpacity; \n\ |
| 883 | vec4 srcPixel(); \n\ |
| 884 | vec4 applyMask(vec4); \n\ |
| 885 | void main() \n\ |
| 886 | { \n\ |
| 887 | fragColor = applyMask(srcPixel()*globalOpacity); \n\ |
| 888 | }\n" ; |
| 889 | |
| 890 | static const char* const qopenglslMainFragmentShader_M_core = |
| 891 | "#version 150 core\n\ |
| 892 | out vec4 fragColor; \n\ |
| 893 | vec4 srcPixel(); \n\ |
| 894 | vec4 applyMask(vec4); \n\ |
| 895 | void main() \n\ |
| 896 | { \n\ |
| 897 | fragColor = applyMask(srcPixel()); \n\ |
| 898 | }\n" ; |
| 899 | |
| 900 | static const char* const qopenglslMainFragmentShader_O_core = |
| 901 | "#version 150 core\n\ |
| 902 | out vec4 fragColor; \n\ |
| 903 | uniform float globalOpacity; \n\ |
| 904 | vec4 srcPixel(); \n\ |
| 905 | void main() \n\ |
| 906 | { \n\ |
| 907 | fragColor = srcPixel()*globalOpacity; \n\ |
| 908 | }\n" ; |
| 909 | |
| 910 | static const char* const qopenglslMainFragmentShader_core = |
| 911 | "#version 150 core\n\ |
| 912 | out vec4 fragColor; \n\ |
| 913 | vec4 srcPixel(); \n\ |
| 914 | void main() \n\ |
| 915 | { \n\ |
| 916 | fragColor = srcPixel(); \n\ |
| 917 | }\n" ; |
| 918 | |
| 919 | static const char* const qopenglslMaskFragmentShader_core = "\n\ |
| 920 | in vec2 textureCoords;\n\ |
| 921 | uniform sampler2D maskTexture;\n\ |
| 922 | vec4 applyMask(vec4 src) \n\ |
| 923 | {\n\ |
| 924 | vec4 mask = texture(maskTexture, textureCoords); \n\ |
| 925 | return src * mask.r; \n\ |
| 926 | }\n" ; |
| 927 | |
| 928 | // For source over with subpixel antialiasing, the final color is calculated per component as follows |
| 929 | // (.a is alpha component, .c is red, green or blue component): |
| 930 | // alpha = src.a * mask.c * opacity |
| 931 | // dest.c = dest.c * (1 - alpha) + src.c * alpha |
| 932 | // |
| 933 | // In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color |
| 934 | // In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one |
| 935 | // |
| 936 | // If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color |
| 937 | |
| 938 | // For source composition with subpixel antialiasing, the final color is calculated per component as follows: |
| 939 | // alpha = src.a * mask.c * opacity |
| 940 | // dest.c = dest.c * (1 - mask.c) + src.c * alpha |
| 941 | // |
| 942 | |
| 943 | static const char* const qopenglslRgbMaskFragmentShaderPass1_core = "\n\ |
| 944 | in vec2 textureCoords;\n\ |
| 945 | uniform sampler2D maskTexture;\n\ |
| 946 | vec4 applyMask(vec4 src) \n\ |
| 947 | { \n\ |
| 948 | vec4 mask = texture(maskTexture, textureCoords); \n\ |
| 949 | return src.a * mask; \n\ |
| 950 | }\n" ; |
| 951 | |
| 952 | static const char* const qopenglslRgbMaskFragmentShaderPass2_core = "\n\ |
| 953 | in vec2 textureCoords;\n\ |
| 954 | uniform sampler2D maskTexture;\n\ |
| 955 | vec4 applyMask(vec4 src) \n\ |
| 956 | { \n\ |
| 957 | vec4 mask = texture(maskTexture, textureCoords); \n\ |
| 958 | return src * mask; \n\ |
| 959 | }\n" ; |
| 960 | |
| 961 | /* |
| 962 | Left to implement: |
| 963 | RgbMaskFragmentShader_core, |
| 964 | RgbMaskWithGammaFragmentShader_core, |
| 965 | */ |
| 966 | |
| 967 | QT_END_NAMESPACE |
| 968 | |
| 969 | #endif // GLGC_SHADER_SOURCE_H |
| 970 | |