| 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 | ** $QT_BEGIN_LICENSE:LGPL$ |
| 9 | ** Commercial License Usage |
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in |
| 11 | ** accordance with the commercial license agreement provided with the |
| 12 | ** Software or, alternatively, in accordance with the terms contained in |
| 13 | ** a written agreement between you and The Qt Company. For licensing terms |
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** GNU Lesser General Public License Usage |
| 18 | ** Alternatively, this file may be used under the terms of the GNU Lesser |
| 19 | ** General Public License version 3 as published by the Free Software |
| 20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| 21 | ** packaging of this file. Please review the following information to |
| 22 | ** ensure the GNU Lesser General Public License version 3 requirements |
| 23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| 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 |
| 31 | ** included in the packaging of this file. Please review the following |
| 32 | ** information to ensure the GNU General Public License requirements will |
| 33 | ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
| 34 | ** https://www.gnu.org/licenses/gpl-3.0.html. |
| 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 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 | |