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authorSamuel Rødal <sroedal@trolltech.com>2009-08-26 15:20:47 +0200
committerSamuel Rødal <sroedal@trolltech.com>2009-08-26 17:33:01 +0200
commit629e464f2774fc1893760888e676d8e073da5d72 (patch)
treeb577e881eefef9f403f87fe237441b0a01e756eb /src/opengl/gl2paintengineex/qglengineshadersource_p.h
parent6682b9915d80238ce97594909074aef974a74279 (diff)
Improved GLSL precision specifiers in GL 2 engine.
The recommended specifiers are lowp for colors / normal vectors, mediump for texture coordinates when a limited range is sufficient, and highp for generic texture coordinates and vertex coordinates / transformation matrices. We used to use mediump for texture coordinate in some places, but since we don't control the texturing scenarios we need to handle the worst case, which is zooming in on part of a large texture (2048x2048) with bilinear filtering. To properly handle this case without color banding mediump is probably not sufficient, so we'll use highp for texture coordinates. Reviewed-by: Tom
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index a8e2e72368..cd3cf57453 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -73,8 +73,8 @@ static const char* const qglslMainVertexShader = "\
}";
static const char* const qglslMainWithTexCoordsVertexShader = "\
- attribute mediump vec2 textureCoordArray; \
- varying mediump vec2 textureCoords; \
+ attribute highp vec2 textureCoordArray; \
+ varying highp vec2 textureCoords; \
uniform highp float depth;\
void setPosition();\
void main(void) \
@@ -105,9 +105,9 @@ static const char* const qglslPositionWithPatternBrushVertexShader = "\
attribute highp vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
- uniform mediump vec2 invertedTextureSize; \
- uniform mediump mat3 brushTransform; \
- varying mediump vec2 patternTexCoords; \
+ uniform highp vec2 invertedTextureSize; \
+ uniform highp mat3 brushTransform; \
+ varying highp vec2 patternTexCoords; \
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
@@ -124,9 +124,9 @@ static const char* const qglslAffinePositionWithPatternBrushVertexShader
= qglslPositionWithPatternBrushVertexShader;
static const char* const qglslPatternBrushSrcFragmentShader = "\
- uniform sampler2D brushTexture;\
+ uniform lowp sampler2D brushTexture;\
uniform lowp vec4 patternColor; \
- varying mediump vec2 patternTexCoords;\
+ varying highp vec2 patternTexCoords;\
lowp vec4 srcPixel() { \
return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \
}\n";
@@ -139,7 +139,7 @@ static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
uniform mediump vec2 halfViewportSize; \
uniform highp vec3 linearData; \
uniform highp mat3 brushTransform; \
- varying mediump float index ; \
+ varying mediump float index; \
void setPosition() { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
@@ -155,7 +155,7 @@ static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
= qglslPositionWithLinearGradientBrushVertexShader;
static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
- uniform sampler2D brushTexture; \
+ uniform lowp sampler2D brushTexture; \
varying mediump float index; \
lowp vec4 srcPixel() { \
mediump vec2 val = vec2(index, 0.5); \
@@ -187,7 +187,7 @@ static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
#define INVERSE_2PI 0.1591549430918953358 \n\
- uniform sampler2D brushTexture; \n\
+ uniform lowp sampler2D brushTexture; \n\
uniform mediump float angle; \
varying highp vec2 A; \
lowp vec4 srcPixel() { \
@@ -226,7 +226,7 @@ static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
= qglslPositionWithRadialGradientBrushVertexShader;
static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
- uniform sampler2D brushTexture; \
+ uniform lowp sampler2D brushTexture; \
uniform highp float fmp2_m_radius2; \
uniform highp float inverse_2_fmp2_m_radius2; \
varying highp float b; \
@@ -243,9 +243,9 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
attribute highp vec4 vertexCoordsArray; \
uniform highp mat4 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
- uniform mediump vec2 invertedTextureSize; \
- uniform mediump mat3 brushTransform; \
- varying mediump vec2 brushTextureCoords; \
+ uniform highp vec2 invertedTextureSize; \
+ uniform highp mat3 brushTransform; \
+ varying highp vec2 brushTextureCoords; \
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
@@ -262,16 +262,16 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader
= qglslPositionWithTextureBrushVertexShader;
static const char* const qglslTextureBrushSrcFragmentShader = "\
- varying mediump vec2 brushTextureCoords; \
- uniform sampler2D brushTexture; \
+ varying highp vec2 brushTextureCoords; \
+ uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
return texture2D(brushTexture, brushTextureCoords); \
}";
static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
- varying mediump vec2 brushTextureCoords; \
+ varying highp vec2 brushTextureCoords; \
uniform lowp vec4 patternColor; \
- uniform sampler2D brushTexture; \
+ uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \
}";
@@ -284,15 +284,15 @@ static const char* const qglslSolidBrushSrcFragmentShader = "\
}";
static const char* const qglslImageSrcFragmentShader = "\
- varying mediump vec2 textureCoords; \
- uniform sampler2D imageTexture; \
+ varying highp vec2 textureCoords; \
+ uniform lowp sampler2D imageTexture; \
lowp vec4 srcPixel() { \
return texture2D(imageTexture, textureCoords); \
}";
static const char* const qglslCustomSrcFragmentShader = "\
varying highp vec2 textureCoords; \
- uniform sampler2D imageTexture; \
+ uniform lowp sampler2D imageTexture; \
lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \
lowp vec4 srcPixel() { \
return customShader(imageTexture, textureCoords); \
@@ -301,14 +301,14 @@ static const char* const qglslCustomSrcFragmentShader = "\
static const char* const qglslImageSrcWithPatternFragmentShader = "\
varying highp vec2 textureCoords; \
uniform lowp vec4 patternColor; \
- uniform sampler2D imageTexture; \
+ uniform lowp sampler2D imageTexture; \
lowp vec4 srcPixel() { \
return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \
}\n";
static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\
varying highp vec2 textureCoords; \
- uniform sampler2D imageTexture; \
+ uniform lowp sampler2D imageTexture; \
lowp vec4 srcPixel() { \
lowp vec4 sample = texture2D(imageTexture, textureCoords); \
sample.rgb = sample.rgb * sample.a; \
@@ -383,7 +383,7 @@ static const char* const qglslMainFragmentShader = "\
static const char* const qglslMaskFragmentShader = "\
varying highp vec2 textureCoords;\
- uniform sampler2D maskTexture;\
+ uniform lowp sampler2D maskTexture;\
lowp vec4 applyMask(lowp vec4 src) \
{\
lowp vec4 mask = texture2D(maskTexture, textureCoords); \