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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 QGL_ENGINE_SHADER_SOURCE_H |
53 | #define QGL_ENGINE_SHADER_SOURCE_H |
54 | |
55 | #include "qglengineshadermanager_p.h" |
56 | |
57 | QT_BEGIN_NAMESPACE |
58 | |
59 | |
60 | |
61 | static const char* const qglslMainVertexShader = "\n\ |
62 | void setPosition(); \n\ |
63 | void main(void) \n\ |
64 | { \n\ |
65 | setPosition(); \n\ |
66 | }\n" ; |
67 | |
68 | static const char* const qglslMainWithTexCoordsVertexShader = "\n\ |
69 | attribute highp vec2 textureCoordArray; \n\ |
70 | varying highp vec2 textureCoords; \n\ |
71 | void setPosition(); \n\ |
72 | void main(void) \n\ |
73 | { \n\ |
74 | setPosition(); \n\ |
75 | textureCoords = textureCoordArray; \n\ |
76 | }\n" ; |
77 | |
78 | static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\n\ |
79 | attribute highp vec2 textureCoordArray; \n\ |
80 | attribute lowp float opacityArray; \n\ |
81 | varying highp vec2 textureCoords; \n\ |
82 | varying lowp float opacity; \n\ |
83 | void setPosition(); \n\ |
84 | void main(void) \n\ |
85 | { \n\ |
86 | setPosition(); \n\ |
87 | textureCoords = textureCoordArray; \n\ |
88 | opacity = opacityArray; \n\ |
89 | }\n" ; |
90 | |
91 | // NOTE: We let GL do the perspective correction so texture lookups in the fragment |
92 | // shader are also perspective corrected. |
93 | static const char* const qglslPositionOnlyVertexShader = "\n\ |
94 | attribute highp vec2 vertexCoordsArray; \n\ |
95 | attribute highp vec3 pmvMatrix1; \n\ |
96 | attribute highp vec3 pmvMatrix2; \n\ |
97 | attribute highp vec3 pmvMatrix3; \n\ |
98 | void setPosition(void) \n\ |
99 | { \n\ |
100 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
101 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
102 | gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\ |
103 | }\n" ; |
104 | |
105 | static const char* const qglslComplexGeometryPositionOnlyVertexShader = "\n\ |
106 | uniform highp mat3 matrix; \n\ |
107 | uniform highp float translateZ; \n\ |
108 | attribute highp vec2 vertexCoordsArray; \n\ |
109 | void setPosition(void) \n\ |
110 | { \n\ |
111 | vec3 v = matrix * vec3(vertexCoordsArray, 1.0); \n\ |
112 | vec4 vz = mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, translateZ, 1) * vec4(v, 1.0); \n\ |
113 | gl_Position = vec4(vz.xyz, 1.0);\n\ |
114 | } \n" ; |
115 | |
116 | static const char* const qglslUntransformedPositionVertexShader = "\n\ |
117 | attribute highp vec4 vertexCoordsArray; \n\ |
118 | void setPosition(void) \n\ |
119 | { \n\ |
120 | gl_Position = vertexCoordsArray; \n\ |
121 | }\n" ; |
122 | |
123 | // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 |
124 | static const char* const qglslPositionWithPatternBrushVertexShader = "\n\ |
125 | attribute highp vec2 vertexCoordsArray; \n\ |
126 | attribute highp vec3 pmvMatrix1; \n\ |
127 | attribute highp vec3 pmvMatrix2; \n\ |
128 | attribute highp vec3 pmvMatrix3; \n\ |
129 | uniform mediump vec2 halfViewportSize; \n\ |
130 | uniform highp vec2 invertedTextureSize; \n\ |
131 | uniform highp mat3 brushTransform; \n\ |
132 | varying highp vec2 patternTexCoords; \n\ |
133 | void setPosition(void) \n\ |
134 | { \n\ |
135 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
136 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
137 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
138 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
139 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\ |
140 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
141 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
142 | patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \n\ |
143 | }\n" ; |
144 | |
145 | static const char* const qglslAffinePositionWithPatternBrushVertexShader |
146 | = qglslPositionWithPatternBrushVertexShader; |
147 | |
148 | static const char* const qglslPatternBrushSrcFragmentShader = "\n\ |
149 | uniform sampler2D brushTexture; \n\ |
150 | uniform lowp vec4 patternColor; \n\ |
151 | varying highp vec2 patternTexCoords;\n\ |
152 | lowp vec4 srcPixel() \n\ |
153 | { \n\ |
154 | return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \n\ |
155 | }\n" ; |
156 | |
157 | |
158 | // Linear Gradient Brush |
159 | static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\n\ |
160 | attribute highp vec2 vertexCoordsArray; \n\ |
161 | attribute highp vec3 pmvMatrix1; \n\ |
162 | attribute highp vec3 pmvMatrix2; \n\ |
163 | attribute highp vec3 pmvMatrix3; \n\ |
164 | uniform mediump vec2 halfViewportSize; \n\ |
165 | uniform highp vec3 linearData; \n\ |
166 | uniform highp mat3 brushTransform; \n\ |
167 | varying mediump float index; \n\ |
168 | void setPosition() \n\ |
169 | { \n\ |
170 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
171 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
172 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
173 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
174 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
175 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
176 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
177 | index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \n\ |
178 | }\n" ; |
179 | |
180 | static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader |
181 | = qglslPositionWithLinearGradientBrushVertexShader; |
182 | |
183 | static const char* const qglslLinearGradientBrushSrcFragmentShader = "\n\ |
184 | uniform sampler2D brushTexture; \n\ |
185 | varying mediump float index; \n\ |
186 | lowp vec4 srcPixel() \n\ |
187 | { \n\ |
188 | mediump vec2 val = vec2(index, 0.5); \n\ |
189 | return texture2D(brushTexture, val); \n\ |
190 | }\n" ; |
191 | |
192 | |
193 | // Conical Gradient Brush |
194 | static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\n\ |
195 | attribute highp vec2 vertexCoordsArray; \n\ |
196 | attribute highp vec3 pmvMatrix1; \n\ |
197 | attribute highp vec3 pmvMatrix2; \n\ |
198 | attribute highp vec3 pmvMatrix3; \n\ |
199 | uniform mediump vec2 halfViewportSize; \n\ |
200 | uniform highp mat3 brushTransform; \n\ |
201 | varying highp vec2 A; \n\ |
202 | void setPosition(void) \n\ |
203 | { \n\ |
204 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
205 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
206 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
207 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
208 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
209 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
210 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
211 | A = hTexCoords.xy * invertedHTexCoordsZ; \n\ |
212 | }\n" ; |
213 | |
214 | static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader |
215 | = qglslPositionWithConicalGradientBrushVertexShader; |
216 | |
217 | static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ |
218 | #define INVERSE_2PI 0.1591549430918953358 \n\ |
219 | uniform sampler2D brushTexture; \n\ |
220 | uniform mediump float angle; \n\ |
221 | varying highp vec2 A; \n\ |
222 | lowp vec4 srcPixel() \n\ |
223 | { \n\ |
224 | highp float t; \n\ |
225 | if (abs(A.y) == abs(A.x)) \n\ |
226 | t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \n\ |
227 | else \n\ |
228 | t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \n\ |
229 | return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \n\ |
230 | }\n" ; |
231 | |
232 | |
233 | // Radial Gradient Brush |
234 | static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\n\ |
235 | attribute highp vec2 vertexCoordsArray;\n\ |
236 | attribute highp vec3 pmvMatrix1; \n\ |
237 | attribute highp vec3 pmvMatrix2; \n\ |
238 | attribute highp vec3 pmvMatrix3; \n\ |
239 | uniform mediump vec2 halfViewportSize; \n\ |
240 | uniform highp mat3 brushTransform; \n\ |
241 | uniform highp vec2 fmp; \n\ |
242 | uniform mediump vec3 bradius; \n\ |
243 | varying highp float b; \n\ |
244 | varying highp vec2 A; \n\ |
245 | void setPosition(void) \n\ |
246 | {\n\ |
247 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
248 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
249 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
250 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
251 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
252 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
253 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
254 | A = hTexCoords.xy * invertedHTexCoordsZ; \n\ |
255 | b = bradius.x + 2.0 * dot(A, fmp); \n\ |
256 | }\n" ; |
257 | |
258 | static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader |
259 | = qglslPositionWithRadialGradientBrushVertexShader; |
260 | |
261 | static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\ |
262 | uniform sampler2D brushTexture; \n\ |
263 | uniform highp float fmp2_m_radius2; \n\ |
264 | uniform highp float inverse_2_fmp2_m_radius2; \n\ |
265 | uniform highp float sqrfr; \n\ |
266 | varying highp float b; \n\ |
267 | varying highp vec2 A; \n\ |
268 | uniform mediump vec3 bradius; \n\ |
269 | lowp vec4 srcPixel() \n\ |
270 | { \n\ |
271 | highp float c = sqrfr-dot(A, A); \n\ |
272 | highp float det = b*b - 4.0*fmp2_m_radius2*c; \n\ |
273 | lowp vec4 result = vec4(0.0); \n\ |
274 | if (det >= 0.0) { \n\ |
275 | highp float detSqrt = sqrt(det); \n\ |
276 | highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); \n\ |
277 | if (bradius.y + w * bradius.z >= 0.0) \n\ |
278 | result = texture2D(brushTexture, vec2(w, 0.5)); \n\ |
279 | } \n\ |
280 | return result; \n\ |
281 | }\n" ; |
282 | |
283 | |
284 | // Texture Brush |
285 | static const char* const qglslPositionWithTextureBrushVertexShader = "\n\ |
286 | attribute highp vec2 vertexCoordsArray; \n\ |
287 | attribute highp vec3 pmvMatrix1; \n\ |
288 | attribute highp vec3 pmvMatrix2; \n\ |
289 | attribute highp vec3 pmvMatrix3; \n\ |
290 | uniform mediump vec2 halfViewportSize; \n\ |
291 | uniform highp vec2 invertedTextureSize; \n\ |
292 | uniform highp mat3 brushTransform; \n\ |
293 | varying highp vec2 brushTextureCoords; \n\ |
294 | void setPosition(void) \n\ |
295 | { \n\ |
296 | highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ |
297 | vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ |
298 | gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ |
299 | mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ |
300 | mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ |
301 | mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ |
302 | gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ |
303 | brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\ |
304 | }\n" ; |
305 | |
306 | static const char* const qglslAffinePositionWithTextureBrushVertexShader |
307 | = qglslPositionWithTextureBrushVertexShader; |
308 | |
309 | // OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead, |
310 | // we emulate GL_REPEAT by only taking the fractional part of the texture coords. |
311 | // TODO: Special case POT textures which don't need this emulation |
312 | static const char* const qglslTextureBrushSrcFragmentShader_ES = "\n\ |
313 | varying highp vec2 brushTextureCoords; \n\ |
314 | uniform sampler2D brushTexture; \n\ |
315 | lowp vec4 srcPixel() { \n\ |
316 | return texture2D(brushTexture, fract(brushTextureCoords)); \n\ |
317 | }\n" ; |
318 | |
319 | static const char* const qglslTextureBrushSrcFragmentShader_desktop = "\n\ |
320 | varying highp vec2 brushTextureCoords; \n\ |
321 | uniform sampler2D brushTexture; \n\ |
322 | lowp vec4 srcPixel() \n\ |
323 | { \n\ |
324 | return texture2D(brushTexture, brushTextureCoords); \n\ |
325 | }\n" ; |
326 | |
327 | static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\ |
328 | varying highp vec2 brushTextureCoords; \n\ |
329 | uniform lowp vec4 patternColor; \n\ |
330 | uniform sampler2D brushTexture; \n\ |
331 | lowp vec4 srcPixel() \n\ |
332 | { \n\ |
333 | return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\ |
334 | }\n" ; |
335 | |
336 | // Solid Fill Brush |
337 | static const char* const qglslSolidBrushSrcFragmentShader = "\n\ |
338 | uniform lowp vec4 fragmentColor; \n\ |
339 | lowp vec4 srcPixel() \n\ |
340 | { \n\ |
341 | return fragmentColor; \n\ |
342 | }\n" ; |
343 | |
344 | static const char* const qglslImageSrcFragmentShader = "\n\ |
345 | varying highp vec2 textureCoords; \n\ |
346 | uniform sampler2D imageTexture; \n\ |
347 | lowp vec4 srcPixel() \n\ |
348 | { \n" |
349 | "return texture2D(imageTexture, textureCoords); \n" |
350 | "}\n" ; |
351 | |
352 | static const char* const qglslCustomSrcFragmentShader = "\n\ |
353 | varying highp vec2 textureCoords; \n\ |
354 | uniform sampler2D imageTexture; \n\ |
355 | lowp vec4 srcPixel() \n\ |
356 | { \n\ |
357 | return customShader(imageTexture, textureCoords); \n\ |
358 | }\n" ; |
359 | |
360 | static const char* const qglslImageSrcWithPatternFragmentShader = "\n\ |
361 | varying highp vec2 textureCoords; \n\ |
362 | uniform lowp vec4 patternColor; \n\ |
363 | uniform sampler2D imageTexture; \n\ |
364 | lowp vec4 srcPixel() \n\ |
365 | { \n\ |
366 | return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\ |
367 | }\n" ; |
368 | |
369 | static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\n\ |
370 | varying highp vec2 textureCoords; \n\ |
371 | uniform sampler2D imageTexture; \n\ |
372 | lowp vec4 srcPixel() \n\ |
373 | { \n\ |
374 | lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\ |
375 | sample.rgb = sample.rgb * sample.a; \n\ |
376 | return sample; \n\ |
377 | }\n" ; |
378 | |
379 | static const char* const qglslShockingPinkSrcFragmentShader = "\n\ |
380 | lowp vec4 srcPixel() \n\ |
381 | { \n\ |
382 | return vec4(0.98, 0.06, 0.75, 1.0); \n\ |
383 | }\n" ; |
384 | |
385 | static const char* const qglslMainFragmentShader_ImageArrays = "\n\ |
386 | varying lowp float opacity; \n\ |
387 | lowp vec4 srcPixel(); \n\ |
388 | void main() \n\ |
389 | { \n\ |
390 | gl_FragColor = srcPixel() * opacity; \n\ |
391 | }\n" ; |
392 | |
393 | static const char* const qglslMainFragmentShader_CMO = "\n\ |
394 | uniform lowp float globalOpacity; \n\ |
395 | lowp vec4 srcPixel(); \n\ |
396 | lowp vec4 applyMask(lowp vec4); \n\ |
397 | lowp vec4 compose(lowp vec4); \n\ |
398 | void main() \n\ |
399 | { \n\ |
400 | gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \n\ |
401 | }\n" ; |
402 | |
403 | static const char* const qglslMainFragmentShader_CM = "\n\ |
404 | lowp vec4 srcPixel(); \n\ |
405 | lowp vec4 applyMask(lowp vec4); \n\ |
406 | lowp vec4 compose(lowp vec4); \n\ |
407 | void main() \n\ |
408 | { \n\ |
409 | gl_FragColor = applyMask(compose(srcPixel())); \n\ |
410 | }\n" ; |
411 | |
412 | static const char* const qglslMainFragmentShader_MO = "\n\ |
413 | uniform lowp float globalOpacity; \n\ |
414 | lowp vec4 srcPixel(); \n\ |
415 | lowp vec4 applyMask(lowp vec4); \n\ |
416 | void main() \n\ |
417 | { \n\ |
418 | gl_FragColor = applyMask(srcPixel()*globalOpacity); \n\ |
419 | }\n" ; |
420 | |
421 | static const char* const qglslMainFragmentShader_M = "\n\ |
422 | lowp vec4 srcPixel(); \n\ |
423 | lowp vec4 applyMask(lowp vec4); \n\ |
424 | void main() \n\ |
425 | { \n\ |
426 | gl_FragColor = applyMask(srcPixel()); \n\ |
427 | }\n" ; |
428 | |
429 | static const char* const qglslMainFragmentShader_CO = "\n\ |
430 | uniform lowp float globalOpacity; \n\ |
431 | lowp vec4 srcPixel(); \n\ |
432 | lowp vec4 compose(lowp vec4); \n\ |
433 | void main() \n\ |
434 | { \n\ |
435 | gl_FragColor = compose(srcPixel()*globalOpacity); \n\ |
436 | }\n" ; |
437 | |
438 | static const char* const qglslMainFragmentShader_C = "\n\ |
439 | lowp vec4 srcPixel(); \n\ |
440 | lowp vec4 compose(lowp vec4); \n\ |
441 | void main() \n\ |
442 | { \n\ |
443 | gl_FragColor = compose(srcPixel()); \n\ |
444 | }\n" ; |
445 | |
446 | static const char* const qglslMainFragmentShader_O = "\n\ |
447 | uniform lowp float globalOpacity; \n\ |
448 | lowp vec4 srcPixel(); \n\ |
449 | void main() \n\ |
450 | { \n\ |
451 | gl_FragColor = srcPixel()*globalOpacity; \n\ |
452 | }\n" ; |
453 | |
454 | static const char* const qglslMainFragmentShader = "\n\ |
455 | lowp vec4 srcPixel(); \n\ |
456 | void main() \n\ |
457 | { \n\ |
458 | gl_FragColor = srcPixel(); \n\ |
459 | }\n" ; |
460 | |
461 | static const char* const qglslMaskFragmentShader = "\n\ |
462 | varying highp vec2 textureCoords;\n\ |
463 | uniform sampler2D maskTexture;\n\ |
464 | lowp vec4 applyMask(lowp vec4 src) \n\ |
465 | {\n\ |
466 | lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ |
467 | return src * mask.a; \n\ |
468 | }\n" ; |
469 | |
470 | // For source over with subpixel antialiasing, the final color is calculated per component as follows |
471 | // (.a is alpha component, .c is red, green or blue component): |
472 | // alpha = src.a * mask.c * opacity |
473 | // dest.c = dest.c * (1 - alpha) + src.c * alpha |
474 | // |
475 | // In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color |
476 | // In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one |
477 | // |
478 | // If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color |
479 | |
480 | // For source composition with subpixel antialiasing, the final color is calculated per component as follows: |
481 | // alpha = src.a * mask.c * opacity |
482 | // dest.c = dest.c * (1 - mask.c) + src.c * alpha |
483 | // |
484 | |
485 | static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\ |
486 | varying highp vec2 textureCoords;\n\ |
487 | uniform sampler2D maskTexture;\n\ |
488 | lowp vec4 applyMask(lowp vec4 src) \n\ |
489 | { \n\ |
490 | lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ |
491 | return src.a * mask; \n\ |
492 | }\n" ; |
493 | |
494 | static const char* const qglslRgbMaskFragmentShaderPass2 = "\n\ |
495 | varying highp vec2 textureCoords;\n\ |
496 | uniform sampler2D maskTexture;\n\ |
497 | lowp vec4 applyMask(lowp vec4 src) \n\ |
498 | { \n\ |
499 | lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ |
500 | return src * mask; \n\ |
501 | }\n" ; |
502 | |
503 | /* |
504 | Left to implement: |
505 | RgbMaskFragmentShader, |
506 | RgbMaskWithGammaFragmentShader, |
507 | |
508 | MultiplyCompositionModeFragmentShader, |
509 | ScreenCompositionModeFragmentShader, |
510 | OverlayCompositionModeFragmentShader, |
511 | DarkenCompositionModeFragmentShader, |
512 | LightenCompositionModeFragmentShader, |
513 | ColorDodgeCompositionModeFragmentShader, |
514 | ColorBurnCompositionModeFragmentShader, |
515 | HardLightCompositionModeFragmentShader, |
516 | SoftLightCompositionModeFragmentShader, |
517 | DifferenceCompositionModeFragmentShader, |
518 | ExclusionCompositionModeFragmentShader, |
519 | */ |
520 | |
521 | QT_END_NAMESPACE |
522 | |
523 | #endif // GLGC_SHADER_SOURCE_H |
524 | |