| 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. | 
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| 17 | ** GNU Lesser General Public License Usage | 
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| 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 | 
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| 35 | ** | 
| 36 | ** $QT_END_LICENSE$ | 
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| 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 |  |