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authorTom Cooksey <thomas.cooksey@nokia.com>2009-04-16 15:31:16 +0200
committerTom Cooksey <thomas.cooksey@nokia.com>2009-04-16 16:19:06 +0200
commit5c92012d6ee57f644f62af5732a27899f2a1f462 (patch)
tree67c57faeb82d37d7177354f209076788e8030912 /src/opengl/gl2paintengineex/qglengineshadersource_p.h
parent3cdaa8ed05a6af3dabcbc82388fc75c0e2ae8f71 (diff)
Clean up existing & implement missing GLSL for new shader manager
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h385
1 files changed, 385 insertions, 0 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
new file mode 100644
index 0000000000..945c56c618
--- /dev/null
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -0,0 +1,385 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+
+#ifndef QGL_ENGINE_SHADER_SOURCE_H
+#define QGL_ENGINE_SHADER_SOURCE_H
+
+#include "qglengineshadermanager_p.h"
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(OpenGL)
+
+
+static const char* const qglslSimpleVertexShader = "\
+ attribute highp vec4 inputVertex;\
+ uniform highp mat4 pmvMatrix;\
+ void main(void)\
+ {\
+ gl_Position = pmvMatrix * inputVertex;\
+ }";
+
+static const char* const qglslMainVertexShader = "\
+ void setPosition();\
+ void main(void)\
+ {\
+ setPosition();\
+ }";
+
+static const char* const qglslMainWithTexCoordsVertexShader = "\
+ attribute lowp vec2 textureCoord; \
+ varying lowp vec2 fragTextureCoord; \
+ void setPosition();\
+ void main(void) \
+ {\
+ setPosition();\
+ fragTextureCoord = textureCoord; \
+ }";
+
+
+static const char* const qglslPositionOnlyVertexShader = "\
+ attribute highp vec4 inputVertex;\
+ uniform highp mat4 pmvMatrix;\
+ void setPosition(void)\
+ {\
+ gl_Position = pmvMatrix * inputVertex;\
+ }";
+
+
+// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
+static const char* const qglslPositionWithPatternBrushVertexShader = "\
+ attribute highp vec4 inputVertex; \
+ uniform highp mat4 pmvMatrix; \
+ uniform mediump vec2 halfViewportSize; \
+ uniform mediump vec2 invertedTextureSize; \
+ uniform mediump mat3 brushTransform; \
+ varying mediump vec2 patternTexCoords; \
+ void setPosition(void) { \
+ gl_Position = pmvMatrix * inputVertex;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
+ patternTexCoords.y = -patternTexCoords.y; \
+ }";
+
+static const char* const qglslAffinePositionWithPatternBrushVertexShader
+ = qglslPositionWithPatternBrushVertexShader;
+
+static const char* const qglslPatternBrushSrcFragmentShader = "\
+ uniform sampler2D brushTexture;\
+ uniform lowp vec4 patternColor; \
+ varying mediump vec2 patternTexCoords;\
+ lowp vec4 srcPixel() { \
+ return patternColor * texture2D(brushTexture, patternTexCoords).r; \
+ }\n";
+
+
+// Linear Gradient Brush
+static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
+ attribute highp vec4 inputVertex; \
+ uniform highp mat4 pmvMatrix; \
+ uniform mediump vec2 halfViewportSize; \
+ uniform highp vec3 linearData; \
+ uniform highp mat3 brushTransform; \
+ varying mediump float index ; \
+ void setPosition() { \
+ gl_Position = pmvMatrix * inputVertex;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
+ }";
+
+static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
+ = qglslPositionWithLinearGradientBrushVertexShader;
+
+static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
+ uniform sampler2D brushTexture; \
+ varying mediump float index; \
+ lowp vec4 srcPixel() { \
+ mediump vec2 val = vec2(index, 0.5); \
+ return texture2D(brushTexture, val); \
+ }\n";
+
+
+// Conical Gradient Brush
+static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
+ attribute highp vec4 inputVertex;\
+ uniform highp mat4 pmvMatrix;\
+ uniform mediump vec2 halfViewportSize; \
+ uniform highp mat3 brushTransform; \
+ varying highp vec2 A; \
+ void setPosition(void)\
+ {\
+ gl_Position = pmvMatrix * inputVertex;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ A = hTexCoords.xy * invertedHTexCoordsZ; \
+ }";
+
+static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
+ = qglslPositionWithConicalGradientBrushVertexShader;
+
+static const char* const qglslConicalGradientBrushSrcFragmentShader = "\
+ #define INVERSE_2PI 0.1591549430918953358 \n\
+ uniform sampler2D brushTexture; \
+ uniform mediump float angle; \
+ varying highp vec2 A; \
+ lowp vec4 srcPixel() { \
+ if (abs(A.y) == abs(A.x)) \
+ A.y += 0.002; \
+ highp float t = (atan2(-A.y, A.x) + angle) * INVERSE_2PI; \
+ return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
+ }";
+
+
+// Radial Gradient Brush
+static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
+ attribute highp vec4 inputVertex;\
+ uniform highp mat4 pmvMatrix;\
+ uniform mediump vec2 halfViewportSize; \
+ uniform highp mat3 brushTransform; \
+ uniform highp vec2 fmp; \
+ varying highp float b; \
+ varying highp vec2 A; \
+ void setPosition(void) \
+ {\
+ gl_Position = pmvMatrix * inputVertex;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ A = hTexCoords.xy * invertedHTexCoordsZ; \
+ b = 2.0 * fmp * (A.x + A.y); \
+ }";
+
+static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
+ = qglslPositionWithRadialGradientBrushVertexShader;
+
+static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
+ uniform sampler2D brushTexture; \
+ uniform highp float fmp2_m_radius2; \
+ uniform highp float inverse_2_fmp2_m_radius2; \
+ varying highp float b; \
+ varying highp vec2 A; \
+ lowp vec4 srcPixel() { \
+ highp float c = -dot(A, A); \
+ highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \
+ return texture2D(brushTexture, val); \
+ }";
+
+
+// Texture Brush
+static const char* const qglslPositionWithTextureBrushVertexShader = "\
+ attribute highp vec4 inputVertex; \
+ uniform highp mat4 pmvMatrix; \
+ uniform mediump vec2 halfViewportSize; \
+ uniform mediump vec2 invertedTextureSize; \
+ uniform mediump mat3 brushTransform; \
+ varying mediump vec2 textureTexCoords; \
+ void setPosition(void) { \
+ gl_Position = pmvMatrix * inputVertex;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
+ gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
+ gl_Position.w = invertedHTexCoordsZ; \
+ textureTexCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
+ textureTexCoords.y = -textureTexCoords.y; \
+ }";
+
+static const char* const qglslAffinePositionWithTextureBrushVertexShader
+ = qglslPositionWithTextureBrushVertexShader;
+
+static const char* const qglslTextureBrushSrcFragmentShader = "\
+ varying mediump vec2 textureTexCoords; \
+ uniform sampler2D brushTexture; \
+ lowp vec4 srcPixel() { \
+ return texture2D(brushTexture, textureTexCoords); \
+ }";
+
+
+// Solid Fill Brush
+static const char* const qglslSolidBrushSrcFragmentShader = "\
+ uniform lowp vec4 fragmentColor; \
+ lowp vec4 srcPixel() { \
+ return fragmentColor; \
+ }";
+
+static const char* const qglslImageSrcFragmentShader = "\
+ varying highp vec2 texCoord; \
+ uniform sampler2D textureSampler; \
+ lowp vec4 srcPixel() { \
+ return texture2D(textureSampler, texCoord); \
+ }";
+
+static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\
+ varying highp vec2 texCoord; \
+ uniform sampler2D textureSampler; \
+ lowp vec4 srcPixel() { \
+ lowp vec4 sample = texture2D(textureSampler, texCoord); \
+ sample.rgb = sample.rgb * sample.a; \
+ return sample; \
+ }";
+
+
+static const char* const qglslMainFragmentShader_CMO = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = compose(applyMask(srcPixel()*globalOpacity)); \
+ }";
+
+static const char* const qglslMainFragmentShader_CM = "\
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = compose(applyMask(srcPixel())); \
+ }";
+
+static const char* const qglslMainFragmentShader_MO = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(srcPixel()*globalOpacity); \
+ }";
+
+static const char* const qglslMainFragmentShader_M = "\
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(srcPixel()); \
+ }";
+
+static const char* const qglslMainFragmentShader_CO = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = compose(srcPixel()*globalOpacity); \
+ }";
+
+static const char* const qglslMainFragmentShader_C = "\
+ lowp vec4 srcPixel(); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = compose(srcPixel()); \
+ }";
+
+static const char* const qglslMainFragmentShader_O = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ void main() { \
+ gl_FragColor = srcPixel()*globalOpacity; \
+ }";
+
+static const char* const qglslMainFragmentShader = "\
+ lowp vec4 srcPixel(); \
+ void main() { \
+ gl_FragColor = srcPixel(); \
+ }";
+
+
+static const char* const qglslMaskFragmentShader = "\
+ varying highp vec2 texCoord;\
+ uniform sampler2D maskTextureSampler;\
+ lowp vec4 applyMask(lowp vec4 src) \
+ {\
+ lowp vec4 mask = texture2D(maskTextureSampler, texCoord); \
+ return src * mask.a; \
+ }";
+
+/*
+ Left to implement:
+ RgbMaskFragmentShader,
+ RgbMaskWithGammaFragmentShader,
+
+ MultiplyCompositionModeFragmentShader,
+ ScreenCompositionModeFragmentShader,
+ OverlayCompositionModeFragmentShader,
+ DarkenCompositionModeFragmentShader,
+ LightenCompositionModeFragmentShader,
+ ColorDodgeCompositionModeFragmentShader,
+ ColorBurnCompositionModeFragmentShader,
+ HardLightCompositionModeFragmentShader,
+ SoftLightCompositionModeFragmentShader,
+ DifferenceCompositionModeFragmentShader,
+ ExclusionCompositionModeFragmentShader,
+*/
+
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif // GLGC_SHADER_SOURCE_H